110,877 Commits over 3,897 Days - 1.19cph!
Remove old shadow distance
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Bunch of texture streaming related setup/rework.
Rewored AdjustTextureStreamingBudget() to take budget directly from convar.
Added streaming budgets to presets.
Fixed bug with preset editor and non-UI linked convars.
Spine IK groundwork
Tweaked head IK leaning
Moved the horse center of mass back to give that laggy ass feeling
Start moving forward a lil bit after rotating in place
Remove new detail metallic map from decals to stop errors for now
reverting
108949 - caused compilation issues
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Fixed DeferredMeshDecal NRE when spawning hex-a-gone tiles
Clean: further comments
Tests: none, trivial change
Clean: fixed comments
They got out of date from my initial experiments.
Tests: none, trivial change
updated vm improvised/reinforced and wooden shields override controllers with the correct anims
Optim: reimplementing List.Compare extension via hash->sort approach
- Only implemented for ref types for now, but can be extended to value-types as well
- Has a limitation of requiring no duiplicates in queries lists
- Dependent on the hash quality - we have a slow, quadratic path when a hash collision occurs
- Measured performance - largest case (2048, 512) is an order faster than previous impl (0.75ms vs 12.5ms)
Goal was to reduce the number of hash lookups from the original algorithm and to reduce it's quadratic nature.
Tests: Ran the unit tests - all pass
Update: rewrote ListExtension test to soon-to-chan
- Also added a perf test
- Measured initial implementation's timings - (2048,512) takes 12.5ms on average
I've been working on an optimization that requires me to use ref-types rather than value-types
Tests: run the test in editor, all cases pass
fixed backwards WriteOnly/ReadOnly attributes on job and changed bad naming that caused it
Remove redundant allies vislog
Use convars directly in debug aiarena script when ppossible instead of running commands
Add vislog to confirm that fallback roam EQS works correctly
Combining back wheel of ballista base
merge from fix_swamp_water_reflection
prepatch phases, codegen and manifest
Fixed asset labels on all new shields, manifest
Only apply auto turret behaviour when actively bocking with the shield
Some protection value changes
If an auto turret is aiming at a person using a shield, adjust the targeting to shoot at the shield
Adjusted improvised shield collider
Update attack loops on reinforced shield
Delete animator controllers for wooden, reinforced and improvised shields
There are overrides setup for each shield viewmodel variant, we should be using those
Both head look system working in tandem: one for direction and one for point of interests (players, food, ...)
Horse proper headlook setup, disabled old headlook
Horse mountable blend tree tweaks
Adjust TOD scattering direction clamp to avoid normalising zero vector (stop NaNs)
Major wip:
- Set up fractional reload
- Setup fast reload values (purely wip and testing)
- Setup Mini Crossbow script (sets shots left value)
- Use shots left to blend anims
Shortened the transition between melee_atk_loop and melee_atk_end to fix the slight hold when going straight to block
Don't allow the shield to block while the held weapon is playing it's deploy animation
updated triangle planter, fleshed out prefabs and now as a deployable
scripts may need checking over
Merge from scrap_exchange_dynamic_pricing
Fixed the out of stock calculation not taking into account the new scrap multiplier
Fix disabled audio source warning when reconnecting in range of an active car radio
Ballista
- player anims for up/down
- added player anims to animator, set up blendtree with up/down animing to use up param
- tweaked start position of lever on ballista anims
- tweaked eye position & hand ik on entity