121,553 Commits over 4,048 Days - 1.25cph!
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
Made culling volumes fully engulf the LOD radius of certain lights to fix light bleed issue.
Fixed a list leaking from pool while vine swinging
Fixed shark attacks not making any noise if the show blood option is set to false
manifest again, can't push the whole thing at once because plastic spits random error every time ofc
fixed unlocking of jungle pack, updated store icons
jungle bamboo kit lods remade
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Laser detector:
- fixed not detecting player when placed closed to a doorway
- fixed detecting entities through constructions and deployables
testing out TOD fogginess as a separate fog medium from base atmospheric scattering, better fog start height calculation
Added placeholder material, prefab and item for the trowel, ran manifest for the new tool, edited previous import settings for the trowel fbx
merge from jungle_update (fixes optimizations)
Hura crepitans billboard tweaks to make pop-in less obvious