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130,401 Commits over 4,232 Days - 1.28cph!

9 Months Ago
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Proper throw setup with eye position validation and racyast before throwing
9 Months Ago
merge from premium_servers
9 Months Ago
subtracting disable_premium
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9 Months Ago
gantry kit
9 Months Ago
Change 4883 texture metadata for streaming
9 Months Ago
TextureOptimizationTools: Add function that changes only textures that should be streamable but aren't
9 Months Ago
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9 Months Ago
Various fixes to the texture optimisation tools
9 Months Ago
Polish on big zigg. Continued work on lil zigg. Increased moss tiling on exterior pipes.
9 Months Ago
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
9 Months Ago
merge from main
9 Months Ago
Increase static bite hitbox
9 Months Ago
Revert previous change and add flag to be consitent with previous code, and potentially easier to debug
9 Months Ago
updated scientist outbreak sprayer anims
9 Months Ago
Update croc and tiger dragging
9 Months Ago
Missing part of previous commit
9 Months Ago
Prevents multiple systems overriding each other changes when modifying the corpse spring joint
9 Months Ago
default dart v_ model material and textures
9 Months Ago
also bake spec/gloss map
9 Months Ago
Paging implementation, other perf improvements
9 Months Ago
Only check if the environment volume transform has changed while in the editor and outside of play mode
9 Months Ago
Fix NRE when croc dragging serverside ragdoll
9 Months Ago
Caching environment volume transformation matrix and bounds
9 Months Ago
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9 Months Ago
Fixed boomerang server methods running in the client (only in editor)
9 Months Ago
main -> boomerang
9 Months Ago
Combined volume properties into a Vector4 to reduce shader property set calls
9 Months Ago
updated rustplayer fbx with new prop positions re-exported working holdtypes after prop bone skeleton updates
9 Months Ago
normal map fixes, dilation fixes
9 Months Ago
- 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.
9 Months Ago
Iterate on croc behaviour, remove zigzag attack, re-add static attack
9 Months Ago
Changed convar
9 Months Ago
Changed the way bee analytics are called. Added an editor method to reset bee stats for testing
9 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
9 Months Ago
merge from main
9 Months Ago
Update: Pass NativeArrays to GetWaterFactors instead of Spans Tests: ran unit tests
9 Months Ago
clear prefab when switching input type, clear material list before switching mesh
9 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
9 Months Ago
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9 Months Ago
support selecting prefab with auto fill of lod0+lod3 meshes and materials
9 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
9 Months Ago
merge from wheel_collider_optim