121,340 Commits over 4,018 Days - 1.26cph!
Unified wood log culling distances / some were being drawn way too far
More agressive LOD settings on all jungle bushes
More agressive LOD setting on hura crepitans / LOD changes to prevent pop-in / darkened billboards to reduce pop-in
More agressive LODding on trumpet trees / slight mesh changes to reduce pop-in / 20-50 percent triangle reduction at LOD0 with minimal quality loss
Fixed construction overlay weirdness.
Call base.OnHolster last so that our animator changes go through
Remove old way of handling this
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Cut the max eyeglow distance in half on Wolf(2), Tiger, Panther, Crocodile.
Fixed client write and send methods trying to use server write and send
Fixed server recieve method being hooked up wrongly
Restored floor.stone.prefab, merge fuckery
Can mark SyncVars as [ClientAuthority]
This changes the ifdef blocks used in the resulting replicate and sync methods
Changed test code to include a client -> server Syncvar
Added new token for jungle rifle as it was sharing one with med rifle
Add server receive methods
Add CLIENT & SERVER preprocessor tags in generation step
IOEntityEditor and BaseMountableEditor inherits from BaseEntityEditor
Added handles to edit entities bounds
Fix storage monitor not being able to be placed on the Vending Machine
boat building platform grey box
Increase the Vine view model exit time padding .1 -> .2
Fixed timer switch issues when its power input fluctuates while the timer is running
⭕ Fix vine flickering and dissapearing
⭕ Mark Occludee as dynamic
vine_maxvelocity_nre_fix ➡️ main
Ensure max velocity > 0 even when null
Fix Vine Max Velocity NRE
Merge: from parallel_validatemove
- Optim to reduce physics cast scheduling overhead
Tests: unit tests
Optim: reduce physics casts scheduling overhead when using batches
- Added a helper function that subdivides workloar across equal batches and potential for work stealing
On a 10player test case(40 ticks total), reduces parallel processing time from 0.2ms to 0.12ms. Still slower than serial execution 0.06ms.
Tests: unit tets
boomerang_range_fix ➡️ main
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Adusted boomerang range values
boomerang_range_fix -> main
tweaked hopper, storage monitor and storage adapter positions on wicker and bamboo barrels
Bucket and mop prefab update and LODS
Fixed Boomerang not having better attack range on players and NPCs
Rewrote server projectile to allow overrides in the right places
Boomerang does two attack checks - hits players and npcs at a higher radius
Fake trail generation improvements, fixed trail falling through rocks
Fixed trail going falling through rocks due to snapping to terrain when animals were walking on cliffs and rocks
removed unnecessary private files.
fixed metallic affecting ao darkening
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Replace all usages of "is {}" pattern matching to properly account for unity null override (previous commit didn't go through)
Replace all usages of "is {}" pattern matching to properly account for unity null override