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1,507 Commits over 669 Days - 0.09cph!

53 Days Ago
added physics_used_memory profiler record for reading test: dry ran analytics with logs and we're getting expected byte values back from it
53 Days Ago
fixed typo breaking active_dynamic_bodies profile analytic (dev build only)
53 Days Ago
merge from fresh_water_fix
53 Days Ago
freshwater fix - readded following components to world setup prefab - cliff topology - procedural components - ocean topology
54 Days Ago
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54 Days Ago
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54 Days Ago
merge from ddraw_sceneview
54 Days Ago
made ddraw work in the scene view as well, handles Text and ScreenText as well
54 Days Ago
merge from dragbyangle_improvements
54 Days Ago
improved consistency on dag-by-angle calculations on player boats - changed from batched raycasts to batched spherecasts - actually check if the hull the cast hit is from the boat we care about - casts are made from the center of the hull bounds, avoid edge case where this was skimming the top of the boat
54 Days Ago
added ddraw to playerboat.lookatdragbyangle command
54 Days Ago
merge from junkpile_water_clip_fix
54 Days Ago
realmed removed rigidbody component from junkpile_water_(a/b/c) prefabs
54 Days Ago
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54 Days Ago
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54 Days Ago
merge from main
55 Days Ago
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55 Days Ago
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55 Days Ago
merge from assetscene_from_clean
55 Days Ago
delete AssetScene-X scenes before recreating and populating - trying to reduce chance of GUID changes causing corruption
2 Months Ago
remove submergedFraction condition from buoyancy waking, it's not updated while it sleeps and can brick it
2 Months Ago
merged from buoyancy_sleeping_brick_fix
2 Months Ago
merge from divesite_spawn_optim
2 Months Ago
added +- 30s jitter to Junkpile timeouts, should spread divesites respawning over 30 seconds instead of all on the same frame
2 Months Ago
merge from divesite_spawn_optim
2 Months Ago
re-ordered water check to run before terrain anchors in the SpawnHandler, only used by divesites but early exits significantly faster than terrain anchors
2 Months Ago
divesite spawning improvements - forcing topology to exclude lakes/rivers for reducing wasted processing - significantly reduced number of terrain anchors used in divesites d/e/f
2 Months Ago
merge from boat_sails_fixes
2 Months Ago
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2 Months Ago
Client Unity version to 635cbaf/2022.3.41x1, build servers should have the deps now
2 Months Ago
rolled client Unity version back while buildservers are missing the dependency, will push again in the next couple hours when they're ready
2 Months Ago
updated Windows client Unity version to 635cbaf/2022.3.41x1 as well, MacOS client still on 2022.3.41f1
2 Months Ago
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2 Months Ago
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2 Months Ago
update server to 635cbaf/2022.3.41x1 - potential 64k collider limit crash fix, client will still spew old limit warning/error though
2 Months Ago
server update version to 021f737/2022.3.41x1 - any rigidbody with >128 colliders becomes a physx aggregate rather than an actor
2 Months Ago
server unity version to a1f6e5b/2022.3.41x1 - enabling proper multithreading for PhysX trigger contact processing
2 Months Ago
move PlayerEnterOrLeaveDeepSea RPC to the PreTeleportPlayer as it is called for all players regardless of mount/passenger state, ensures clear shore vectors
2 Months Ago
merge from mounted_shorevector_clear_fix
2 Months Ago
BC pass on horsemask - high iteration count for more nose strength - slightly less root motion strength for not turning into a scarf - more damping a quick nose jiggle resting time
2 Months Ago
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2 Months Ago
downsample deepsea shorevectors and distances, bitshifted by 1
2 Months Ago
fixed editor spawning of island shore vectors
2 Months Ago
merge from main
2 Months Ago
centred floating_city_3 terrain properly, rebaked shore vectors
2 Months Ago
merge from main
2 Months Ago
fixed native pixel data using wrong format, should've been half4 not just Color
2 Months Ago
handling floating city data, blits in on top of generated values - also jobified stupid texture data population, 30ms down to 0.7ms still too slow but way better