257,787 Commits over 4,018 Days - 2.67cph!
Update: sprinkle some profiling scopes
Tests: ran unit tests
Merge from fix_texture_streaming_2
Remove checking of Texture.streamingTextureLoadingCount during TextureStreaming.Update()
exported updated crocodile intimidate attack anim
Disallow threaded texture creation whenever a loading screen is displayed. This should slightly improve loading times and further mitigate texture streaming race conditions.
Shader and colour refinements. Added hemisphere support
Setup a scrolling diagonal material
Improve visuals of greyed out weapons
Better order
Temp revert depth pass optimizations for depthnormal layers to fix hammer crash, looking into it
Grey out empty weapons in weapon switcher, skip when navigating
Optim: use persistent allocs in GetWaterLevels
- I need to properly clean those up at server shutdown, but I'll solve that later
1k waves perf test shows ~100micros savings and no allocs - 1.45ms vs old 1.55ms. This is final optim in the area for now, making us ~80% faster than vanilla managed code(8.6ms).
Tests: ran unit tests
Merge from fix_texture_streaming_2: Replace assertion with just a warning
Replace assertion with just a warning
Fix spine deform not being applied during locomotion
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Optim: remove last managed loop that picks between dynamic waves and static water
1k test with waves shaves off ~0.25ms - 1.55ms vs previous 1.8ms
Tests: ran unit tests
Fixed GameState not showing players sometimes (doh)
more head rotation during crocodile intimdate attack anim
Optim: gather coarse distances to shore via indirect batch
1k waves perf test shows another ~0.5ms shaved - from 2.3ms to 1.8ms
Tests: ran unit tests
Added PreviewQuest and 5 new beginner quests
Don't show progress on QuestPanels that only have one thing to do
Fix Land Purchase sounds not playing
Update backpacking requirements
Optim: grab TerrainHeights via indirect batch
1k waves perf test used to take 3ms, now 2.3ms
Tests: ran unit tests
Show range with a custom material. Use Graphics.DrawMesh rather than spawning an actual prefab. Cach property block, mesh and material stuff on the guide renderer
Merge from fix_texture_streaming_2: Assertions
Update: gathering OceanSim's water heights in indirect way
- Also fixed the OceanSim's GetHeightsJobIndirect job as it works on world positions, not uvs
This allows me to convert the rest of the logic to Burst jobs.
Tests: ran unit tests
Cleanup access to texture streaming related variables to prevent accidentally waking up the streaming system when we don't want to. Also added some experimental assertions to make sure no textures are currently loading when texture streaming is enabled.
Moved the code into deploy guide renderer instead
- Update timing of zigzag attack
- Fix rotation not being handle properly when using root motion tracking
- Reduce senseless croc jaw snap spam
Don't try to load envmaps on the server
re exported crocodile intimidate attack anim
Update: Bunch of utility Burst jobs for WaterLevel.GetWaterLevels outstanding jobification
Tests: none, they are not plugged in
When placing a sprinkler, a sphere will now be visible indicating its range
Added CompostStation, CompostingModal, and Composting Skill
Tiles can no longer naturally spawn on dig tiles
Composter sprite updates based on the progress
Added 4K textures and materials for cinematics
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Added `Color.LerpTo` for consistency with `Vector3.LerpTo`, `Rotation.LerpTo`, etc.
Fix not generating envmaps while joining server
Textures changed from silver to gold, tweaked animations, changed proportions, added icon and optimized textures for Rustige Egg G variant
add tint to cinderblocks_02
- Fix crocodile jaw snap not doing damage
- Fix crocodile doing nothing when the prey is very close and it's intimidating
- Fix crocodile not looking at prey while intimidating
some more minor dirt adjustments
Make slashes cause smaller decals than blunt, cause that makes sense
Merge from camphysical_taa_support
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Added client check when checking for taa support to fix server compile errors
Blunt effects now support non uniform scaling (skew)
Added random rotation modifer to all bullet decals