193,807 Commits over 4,079 Days - 1.98cph!

2 Months Ago
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
2 Months Ago
merge from main
2 Months Ago
Update: Pass NativeArrays to GetWaterFactors instead of Spans Tests: ran unit tests
2 Months Ago
clear prefab when switching input type, clear material list before switching mesh
2 Months Ago
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
2 Months Ago
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2 Months Ago
support selecting prefab with auto fill of lod0+lod3 meshes and materials
2 Months Ago
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
2 Months Ago
merge from wheel_collider_optim
2 Months Ago
shrunk jungle swamp water surface to avoid clipping
2 Months Ago
merge from main
2 Months Ago
Tests: add TestWaterFactorsConsistency test - Converted other tests to use BasePlayer instead of BaseEntities - Also exposed WaterFactor methods from BasePlayer (other overloads were already public) Doesn't stress all paths, only the main path that has updated logic Tests: ran all unit tests
2 Months Ago
merge from backpack_refreshes_clothing_fix
2 Months Ago
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2 Months Ago
using cached FixedString bone names to FindBones in job, removes alloc and significantly faster for setups that add a lot of bones to the skeleton
2 Months Ago
split container content hashes into deep and shallow, only used to determine if player clothing needs updating - using shallow for clothing so that backpack contents changing doesn't refresh all the clothing
2 Months Ago
Removed mention of movement penalty on inserts, updated wheat description to new one from the sheet
2 Months Ago
Merge from main
2 Months Ago
merge from clear_bushes_radius
2 Months Ago
merge from fridge_reskin_light_fix
2 Months Ago
merge from repair_bench_redirect_fix
2 Months Ago
merge from naturalbeefix
2 Months Ago
merge from tea_consumable_info
2 Months Ago
merge from ocean-render-fix
2 Months Ago
merged from Item_Descriptions_update
2 Months Ago
merge from hv_explosion_sound
2 Months Ago
little zigg update - WIP
2 Months Ago
Clean: adding ext to safely clean-up NativeReference Tests: ran unit tests
2 Months Ago
incapacitate and scatter dart icons
2 Months Ago
incapitate worldmodel, LODs and prefab.
2 Months Ago
adjusted sunken knife icon to same position of combat knife for consistency plugged in viewmodel so it's all working
2 Months Ago
small improvements/fixes to particle erosion setup - starting to look like a bad approach for us though
2 Months Ago
fixed jungle swamp terrain on incorrect layer causing wrong terrain insert in jungle improved terrain blend texture
2 Months Ago
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2 Months Ago
further normal map progress, output directory saving
2 Months Ago
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2 Months Ago
Don't destroy and reinstantiate all item icons every time, hide/show and reuse them. Removes a 90mb instantiate everytime when search results return hundreds of items.
2 Months Ago
Replace four calls in a row to GetComponentInChildren<ItemButtonTools>() with one.
2 Months Ago
Add profiling
2 Months Ago
Remove the previous 160 hard coded item view limit
2 Months Ago
Adjust angle limits Initial handling for trees being destroyed - nearby vines are notified and update their detination lists, will self destruct if no destinations are available If a vine is parked away from it's home tree and that tree is destroyed the vine will swing back to to it's home tree
2 Months Ago
Unsaved
2 Months Ago
Better vine visual rotation handling, use burst cloth for now
2 Months Ago
Baseline
2 Months Ago
Added the ability to throw a vine - sends the vine to the target destination without mounting it Vine will now continue to it's destination if the player dismounts it mid swing
2 Months Ago
Rough process for preventing multiple vines from overlapping when parked
2 Months Ago
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2 Months Ago
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2 Months Ago
Remove VineSpawnPoint tag, parent tree now stores a list of vine spawn points
2 Months Ago
Merge from main