192,546 Commits over 4,049 Days - 1.98cph!
Proper throw setup with eye position validation and racyast before throwing
Description for debug_dump and more info when ran.
trigger_playermovement auto walk and no jump spawnflags
Minor cleanups
Port clientside trigger stuff from CS:GO
Will allow trigger_playermovement to work with prediction more or less correctly
Prepare networking code for env_wind radius
Added env_ambient_light
Minor cleanups
merge from premium_servers
subtracting disable_premium
Merge from vram_budget: Improve texture selection
Change 4883 texture metadata for streaming
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
Polish on big zigg. Continued work on lil zigg. Increased moss tiling on exterior pipes.
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
Increase static bite hitbox
Revert previous change and add flag to be consitent with previous code, and potentially easier to debug
updated scientist outbreak sprayer anims
Update croc and tiger dragging
Missing part of previous commit
Prevents multiple systems overriding each other changes when modifying the corpse spring joint
default dart v_ model
material and textures
Paging implementation, other perf improvements
Only check if the environment volume transform has changed while in the editor and outside of play mode
Fix NRE when croc dragging serverside ragdoll
Caching environment volume transformation matrix and bounds
Fixed boomerang server methods running in the client (only in editor)
Combined volume properties into a Vector4 to reduce shader property set calls
updated rustplayer fbx with new prop positions
re-exported working holdtypes after prop bone skeleton updates
normal map fixes, dilation fixes
- 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.
Iterate on croc behaviour, remove zigzag attack, re-add static attack
Changed the way bee analytics are called. Added an editor method to reset bee stats for testing
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
Update: Pass NativeArrays to GetWaterFactors instead of Spans
Tests: ran unit tests
clear prefab when switching input type, clear material list before switching mesh
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
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
merge from wheel_collider_optim
shrunk jungle swamp water surface to avoid clipping