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121,583 Commits over 4,048 Days - 1.25cph!

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Proper throw setup with eye position validation and racyast before throwing
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merge from premium_servers
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subtracting disable_premium
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gantry kit
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Merge from vram_budget: Improve texture selection
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Change 4883 texture metadata for streaming
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TextureOptimizationTools: Add function that changes only textures that should be streamable but aren't
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Various fixes to the texture optimisation tools
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Polish on big zigg. Continued work on lil zigg. Increased moss tiling on exterior pipes.
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Made the environment volumes use their own stencil buffer so they don't interfere with deferred rendering or any other effects that use a stencil buffer
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merge from main
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Increase static bite hitbox
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Revert previous change and add flag to be consitent with previous code, and potentially easier to debug
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updated scientist outbreak sprayer anims
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Update croc and tiger dragging
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Missing part of previous commit
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Prevents multiple systems overriding each other changes when modifying the corpse spring joint
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default dart v_ model material and textures
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also bake spec/gloss map
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Paging implementation, other perf improvements
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Only check if the environment volume transform has changed while in the editor and outside of play mode
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Fix NRE when croc dragging serverside ragdoll
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Caching environment volume transformation matrix and bounds
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Fixed boomerang server methods running in the client (only in editor)
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main -> boomerang
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Combined volume properties into a Vector4 to reduce shader property set calls
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updated rustplayer fbx with new prop positions re-exported working holdtypes after prop bone skeleton updates
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normal map fixes, dilation fixes
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- Added an epsilon amount to the environment volume size used for environment volume stencil rendering to prevent Z-Fighting when they are perfectly aligned with meshes. - Moved the SetRenderTarget call when rendering the environment volumes to outside of the loop that draws them as it only needs to be set once. - Added a square distance check for volumes after frustum culling based on a controllable render distance.
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Iterate on croc behaviour, remove zigzag attack, re-add static attack
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Changed convar
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Changed the way bee analytics are called. Added an editor method to reset bee stats for testing
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Optim: Calculate water factors via a Burst job - Job generates factors off by less than 1mm, so I had to swithc asserts to approx equal Tests: ran unit tests
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merge from main
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Update: Pass NativeArrays to GetWaterFactors instead of Spans Tests: ran unit tests
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clear prefab when switching input type, clear material list before switching mesh
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Update: replacing BasePlayer.FinalizeTickParallel internal buffers with NativeArrays - Also renamed WaterFactors to GetWaterFactors (to free up a name for a static array) This should enable conversion of internals of GetWaterFactors to Burst jobs Tests: ran the staging demo playback - same InWater and OutOfWater counts
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support selecting prefab with auto fill of lod0+lod3 meshes and materials
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Tests: new PerfSerialWaterFactor and PerfBatchWaterFactors perf tests Also just realised that all my perf tests are not doing 1k point tests, but 10k. Whoops. I'll keep it. Tests: ran new perf tests
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merge from wheel_collider_optim
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shrunk jungle swamp water surface to avoid clipping