191,532 Commits over 4,049 Days - 1.97cph!
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Move the npc radius check after the filter radius check in the spawning flow, as it's cheaper if we early out at the filter stage
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Merge from jungle_update (fix tigers and crocs being too rare)
Fix too few crocs and tigers, new spawning filter
Fix NRE set line renderer state (was causing fake physics ropes to break occasionally and not render)
- Fixed budgetted visuals not working when vine needs to move its end point to point in the destination (still not perfect)
- Auto set rope length in SwingingRope instead
resized the jungle building skin textures to final rez - fixed floor.triangle missing its jungle skin script
Missed Snake Spoiled Meat Material file
Setup Snake Raw, Spoiled and Cooked Meat
Updated Snake Raw Textures
Added ladder trigger volume to zigg water tank
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- Fake Physics rope can now manually have its update methods ran
- Vines are now updated in budgeted update like before
Update: adding GamePhysics.CheckCapsule(batch)
Last factored out func - should be able to complete refactor shortly
Tests: none, will integrate to tests next
lowered normal intensity on zigg exterior concrete layer to nominal value as stronger values make projected decals display incorrectly
Zigg scene, fixed the terrain alpha map - tweaked terrain splats (less gravel, more forest soil) - did some set dressing around the water tanks area
Bugfix: fixing native allocation leaks in tests
Tests: ran the tests with leak detections enabled
Apply the same recent rug deployment improvements to the bear rug
Update: GamePhysics.CheckCapsule<T>(batch) internalized layermask handling
There's room for optims, but not going to pursue them for now - will test later how the perf deteriorates with the new APIs.
Tests: ran relevant unit tests
leap attack animator setup
Added final COL and LODs for big zigg
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jungle zigg tank large - tweaked materials to better mesh with the surrounding environment, added a decal for moss on top. Arranged folder structure
Hide condition bar on bag, bed and towel items (they can only be full HP, or broken in softcore)
Merge from turret_scaling
Merge from env_volume_performance_testing
Fix for sfx movement colliders on piper nigrum radial pieces
merge from toolgun_corpserepair_fix
Fixed garrys mod toolgun not being able to repair deployable corpses
Update: GamePhysics.CheckSphere(batch) now able to handle mask validation internally
- Renamed GamePhysics.IgnoreCollision to MasksToValidate (prev name could be misleading and confusing)
- undid sphere command building as that wasn't meshing well with MasksToValidate flow
- Added UtrilityJobs.GatherJob<T> (will need to go through other code and clean up similar/same jobs)
I still need to update GamePhysics.CheckCapsule, and replace inlined code with new versions
Tests: all relevant unit tests
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merge from high_wall_skins
Added the SpatialEnvironmentVolumePass component to the camera
Merge from env_volume_performance_testing
Added back spatially aware environment volumes, but made them optional via the SpatiallyAware volume type flag
Clean: simplify NativeList.CopyFrom<T>(ReadOnly)
Tests: none, trivial change
client_projectile_improvements_eyeclipping -> main