193,460 Commits over 4,079 Days - 1.98cph!
CC/Tonemap system handles marked for deletion entities
Update: initial stack gathering support for allocs in Continuous mode
- using release libs based on d48bcf49, with hardcoded stack gathering for now
Somehow it's 15% faster than mono_get_last_method, which doesn't make sense - need to update the exporter to figure out what's being generated.
Tests: none
Profiling shows
Fixed bullet blood not playing on awake.
Fixed its missing material
Made warmup counts consistent between blood impact types. (35 for bullet, 5 for melee)
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Subtractive merge (120559 & 120558)
replaced the vine mesh with an updated version on viewmodel vine rig
High quality compression settings
Fixed a null ref caused by the indirect lighting diffuse texture being missing for the first frame of rendering the environment volume pass
Made waterworld for testing
Merge from indirect_lighting_fixes
Merge from indirect_lighting_fixes
Remade is broken icon
Old one was looking super low res with higher monitor resolutions
Fixed skin rendering issues in darkest environment volumes by correcting the deferred indirect lighting render targets' formats
Add a separate boat planner for now.
Fixed the sound trigger of bromeliad_dry_a being set to the wrong layer and preventing item pickup
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Update jungle emote image
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Test: adding an profiler-allocation overhead estimate test
- Switched to relase binaries of d340789f
Without profiler recording, allocs cost us ~0.3micros, with recording it costs 1micro. Next will see if we can afford gathering full callstacks for each alloc.
Tests: unit tests
Ensure jungle waterhole is not a viable crash site for the helicopter
Ensure all Lakes/Oasis don't allow heli crash
MonumentInfo 'AllowPatrolHeliCrash' is set to default to false - prevents this happeneing in the future
Some minor fixes
Experimenting with different queue implementation
Merge from: main
Tests: none (no conflicts)
Bugfix: NotSupportedException when trying to use NetWrite.Read
- Fixed by going directly via underlying buffer of NetRead/NetWrite
- Removed generic Stream call path for recording of packets
Tests: ran a server-side client demo recording in editor - before exceptions, now clean
rebalanced buoyancy flow movement scale for boogieboard and kayak so you can actually move away from the beach
update half height shelve name
Fixed duplicated bones in horse skeleton properties, causing duplicate bone id warnings when damaging a horse for the first time
fixed radiation dart feathers clipping through the hand
- update to fbx
Update: Continuous profiling that only captures allocations (for now)
- using debug binaries built from d340789f, it triggers a snapshot every 3rd frame for testing
- added a test to validate the loop of capture-and-resume
- Native.StartRecording -> Native.TakeSnapshot
Pretty barebones for now, need to profile callstack gathering to see how expensive it is for continuous profiling.
Tests: unit test
Fix: Add "vine" to texture streaming exclude patterns.
fixed occurences of light leaking in cave segments prefabs
set cave glow worms to world layer
turned on fade on cave pointlights and a slight increase in drawing radius to fix long corridors popping
Removed model component from all deployable corpse prefabs, not needed
Fixes some missing string warning when repairing them
progress backup on the trawler greybox
Fixed player getting stuck while on ladder in core of excavator if excavator rotates
Player will now be parented to the excavator entity while on the ladder
Added IgnoreIfOnLadder to TriggerParentExclusion for cases like this
S2P excavator
Possible AutoTurret.AimOffset NRE fix