121,151 Commits over 4,018 Days - 1.26cph!
Setup a scrolling diagonal material
Optim: use persistent allocs in GetWaterLevels
- I need to properly clean those up at server shutdown, but I'll solve that later
1k waves perf test shows ~100micros savings and no allocs - 1.45ms vs old 1.55ms. This is final optim in the area for now, making us ~80% faster than vanilla managed code(8.6ms).
Tests: ran unit tests
Merge from fix_texture_streaming_2: Replace assertion with just a warning
Replace assertion with just a warning
Fix spine deform not being applied during locomotion
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Optim: remove last managed loop that picks between dynamic waves and static water
1k test with waves shaves off ~0.25ms - 1.55ms vs previous 1.8ms
Tests: ran unit tests
more head rotation during crocodile intimdate attack anim
Optim: gather coarse distances to shore via indirect batch
1k waves perf test shows another ~0.5ms shaved - from 2.3ms to 1.8ms
Tests: ran unit tests
Optim: grab TerrainHeights via indirect batch
1k waves perf test used to take 3ms, now 2.3ms
Tests: ran unit tests
Show range with a custom material. Use Graphics.DrawMesh rather than spawning an actual prefab. Cach property block, mesh and material stuff on the guide renderer
Merge from fix_texture_streaming_2: Assertions
Update: gathering OceanSim's water heights in indirect way
- Also fixed the OceanSim's GetHeightsJobIndirect job as it works on world positions, not uvs
This allows me to convert the rest of the logic to Burst jobs.
Tests: ran unit tests
Cleanup access to texture streaming related variables to prevent accidentally waking up the streaming system when we don't want to. Also added some experimental assertions to make sure no textures are currently loading when texture streaming is enabled.
Moved the code into deploy guide renderer instead
- Update timing of zigzag attack
- Fix rotation not being handle properly when using root motion tracking
- Reduce senseless croc jaw snap spam
re exported crocodile intimidate attack anim
Update: Bunch of utility Burst jobs for WaterLevel.GetWaterLevels outstanding jobification
Tests: none, they are not plugged in
When placing a sprinkler, a sphere will now be visible indicating its range
Added 4K textures and materials for cinematics
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Textures changed from silver to gold, tweaked animations, changed proportions, added icon and optimized textures for Rustige Egg G variant
- Fix crocodile jaw snap not doing damage
- Fix crocodile doing nothing when the prey is very close and it's intimidating
- Fix crocodile not looking at prey while intimidating
some more minor dirt adjustments
Make slashes cause smaller decals than blunt, cause that makes sense
Merge from camphysical_taa_support
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Added client check when checking for taa support to fix server compile errors
Blunt effects now support non uniform scaling (skew)
Added random rotation modifer to all bullet decals
Ensure all stab effects have rotation modifers on them
Merge from camphysical_taa_support
Fixed a few bees briefly escaping from the next jar after a grenade throw.
Further refinements to slash effects
Update: Use NativeArray for TerrainTexturing.ShoreVector storage of distances and vectors
- Had to add an editor-only safety check for WaterCamera for a super rare exception
Tests: Played procgen and Craggy in editor. Forced a bunch of domain reloads to validate WaterCamera doesn't break anymore
updated topology masks for jungle ruins, s2p ruins
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Fixed metal ore scale issues
exported crocodile static and run death anims and updated intimidate attack anim
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terrain topology radius samples run through burst job, even when called from other threads
- 5000 size map without monuments, trains, roads takes 96s rather than 510s to generate, significant reduction in river layout and shore vector generation
updated croc ragdoll prefab to look less goofy.
Decouple look-at and spine-deform when enabling on a per animation basis (fix spine deform being disabled inadvertently)
Fix crocodile sampling water at their visual location instead of at the nav agent location, causing them to go under terrain
- Decouple look-at and spine-deform when enabling on a per animation basis (this gets rid of issues where spine deform was inadvertently disabled)
Added TAA support to cam physical
- Fix crocodile diving instantly, dives at plausible speed
- Fix crocodile spine procedural anim always being disabled
merge from fogmachine_optim