121,376 Commits over 4,018 Days - 1.26cph!
Remove 'opened' debug log
crossbow_arrow_fix -> main
merge from visualcooking_monuments_fix
Updated Water Treatment Tank Model, Materials and Textures
Fixed visual food cooking not working on monument static bbqs
S2P:
- Large oil rig
- Outpost
Fixed visual food cooking not working on monument static hobo barrels
S2P:
- Gas station
- Supermarket
- Ferry terminal
- Launch site
- Lighthouse
- Radtown
cherrypicking
115931 from erosion
- topology sampling with radius moved to a burst job, brings GenerateShoreVector on craggy from ~73s to ~5s
Merge from env_volume_performance_testing
merge from ballista_itemwield_fix
Fixed ballista mountable allowing items to be wielded
Merge: from item_allocs
- Simplifies stacking logic to be cheaper and get rid of potential allocation
Tests: various stacking scenarios from belt to inventory with wood stacks(incomplete stacks, full stack + incomplete, full stack only)
- Double volume of tiger growls when sneaking
- Ensure player gets at least 3 chances to hear the growls before being attacked
Merge: from main
Tests: none, no conflcits
Subtracked environment volume related changesets to test the performance
Optim: don't sort items when trying to stack them
This saves us the potential allocation in Sort + less iterations over the array + can avoid doing slightly more expensive logic if we randomly jump around in item container.
Tests: various stacking scenarios from belt to inventory with wood stacks(incomplete stacks, full stack + incomplete, full stack only)
Fixed NRE when previewing F1 grenade in first person in workshop
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- Tigers are more likely to flee than to charge if they think they are threatened, unless very close
- Tiger takes longer to decide to charge
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Make tiger retreat faster after successful hit on prey
Fix panthers spawning underwater
Fix tigers spawning underwater
fixed bamboo scafholds ladders volume
Fixed the average frame time on the performance UI
ziggurat scene update and S2P
new bamboo scafholding block - 200x200 walkway
mossy electrical box mat variant
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Merge from high_walls_skins
Disable pooling on the frontier wall variants, causing issues for media production will re-enable after more investigation
Fix NRE when equipping speargun
Lotta bullshit to stop electric arcs from penetrating walls WIP.
Fix typo in ISprayCallback
Fixed "Create gibs in scene" button not working if used on a prefab not in a scene
Created corpse for medieval wooden box
GibSimulator Finalize button now applies LOD components
Merge from softcore_update
Merge from deployable_corpse
Added a 30m mesh cull to all static gibs
Add a console warning when an entity is killed due to the reposition failing (just for debugging purposes)
Corpse deployables now inherit the parent of their source deployable, and will restore that parent to the created deployable once repaired
Fixed some workbenches and small wood box not falling down when ground destroyed
merge from softcore_update -> aux2
merge from tc_changes -> softcore_update
Fixed furnace corpse not dropping on ground missing
Fixed some corpse objects missing prevent building volumes
Tightened up the gibs on the coffin