110,985 Commits over 3,928 Days - 1.18cph!
Store fsm transitions in the state themselves to avoid having to do dictionary lookups, makes wolves twice as performant
Updated Catapult Explosive Ammo Textures and Materials
- Optimize the fsm transitions that are called often: cache distance to target (per frame) and components
- Optimize roaming and flee: don't project all points in a circle around the wolf, once points are scored, early out after both nav projection and path succeed
- Remove allocation caused by List.GetRange in GetFirstReachablePointInTopPct
- Remove transitions updates (time elapsed now uses a timestamp)
- Add more TimeWarning coverage
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Correctly include mixing table inventory (or not) in affordabilty checks.
Repeat clicking a recipe will add another set of ingredients to the mixing table.
Refactored some affordability and logic to handle this.
-Ballista Added detail blockout ready for rigging
Merge: from remove_editor_update
Removes around 1.5ms from 6k world in the editor and fixes longstanding bugs with the decal editing.
Tests: Created a bunch of decals, modified their properties(changes visible), deleted them(no NREs), ran in game - still visible.
Merge: from main
Tests: none(trivial merge)
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BC: fixing cloth flinging away with large rotation changes
- changed rotation origin to use player model transform's rotation, rather than its rotation field, as it depicts body root rotation better
- made collision distance thresholds tunable and brought it down on the dracula cape due to its bone density
- brought the floor up on the dracula cape damping curve slightly
Gesture picker looks a bit nicer when there are no more gestures to apply
Don't play the lose animation when drawing
Added new gesture preview clips for the options menu. Enabled looping on menu video player element.
Unsaved sound timing change
RendererLOD and MeshLOD will now only set isSmall if it can find a renderer with a bounds with a size > 0 on any axis
Should hopefully resolve missing shadows when using monument scenes due to the changed initialisation sequence
Knuckle crack sound timing tweaks
Halloween 2024 Adam backup
Merge from qol_teleport2grid -> main
Gesture foley sound tweaks
Merge from spawn_debris_pool_fix
Add `teleport2grid` command
- the magic number is 1024m/7 per map grid for anyone curious
- specify grid like "D8" (case insensitive)
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Merge from RF_optim/RFManager
Merge from fix_barricades_train_tunnels
Merge from wearable_down_limit_fix
Fix the down limit override on the dracula cape being remembered after the cape is unequipped, resulted in player model not looking up/down correctly
Merge from demo_shot_delete_fix