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132,615 Commits over 4,262 Days - 1.30cph!

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
9 Months Ago
shrunk jungle swamp water surface to avoid clipping
9 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
9 Months Ago
merge from main
9 Months Ago
merge from backpack_refreshes_clothing_fix
9 Months Ago
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9 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
9 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
9 Months Ago
Removed mention of movement penalty on inserts, updated wheat description to new one from the sheet
9 Months Ago
Merge from main
9 Months Ago
merge from clear_bushes_radius
9 Months Ago
merge from fridge_reskin_light_fix
9 Months Ago
merge from repair_bench_redirect_fix
9 Months Ago
merge from naturalbeefix
9 Months Ago
merge from tea_consumable_info
9 Months Ago
merge from ocean-render-fix
9 Months Ago
merged from Item_Descriptions_update
9 Months Ago
merge from hv_explosion_sound
9 Months Ago
little zigg update - WIP
9 Months Ago
Clean: adding ext to safely clean-up NativeReference Tests: ran unit tests
9 Months Ago
incapacitate and scatter dart icons
9 Months Ago
incapitate worldmodel, LODs and prefab.
9 Months Ago
adjusted sunken knife icon to same position of combat knife for consistency plugged in viewmodel so it's all working
9 Months Ago
small improvements/fixes to particle erosion setup - starting to look like a bad approach for us though
9 Months Ago
fixed jungle swamp terrain on incorrect layer causing wrong terrain insert in jungle improved terrain blend texture
9 Months Ago
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9 Months Ago
further normal map progress, output directory saving
9 Months Ago
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9 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.
9 Months Ago
Replace four calls in a row to GetComponentInChildren<ItemButtonTools>() with one.
9 Months Ago
Add profiling
9 Months Ago
Remove the previous 160 hard coded item view limit
10 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
10 Months Ago
Unsaved
10 Months Ago
Better vine visual rotation handling, use burst cloth for now
10 Months Ago
Baseline
10 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