121,132 Commits over 4,018 Days - 1.26cph!
Merge from protobuf_fixes (fixes NotSupportedException when recording demos)
Hobobarrel, cauldron, fireplace, skull fire pit and camper bbq setup
Merge: from profiling_improvements
- Reduce capture size by ~19% by filtering out more methods
Tests: snapshot on craggy in editor
updated snake test escape anim
Update: further reduce capture scope by ~19%
- Built from c4679e41
Tests: snapshot in editor on Craggy
converted underground tunnels segments (a scene to prefab is required for monuments with tunnel entrances)
Merge: from parallel_validatemove
- Bugfix: GamePhysics.OverlapCapsules no longer skips 0-length-capsule queries
- Additional unit tests
Tests: unit tests + staging demo playback
Tests: add GamePhysics.CheckShhere, CheckCapsule and related consistency tests
Contains divergence cases that are constantly warned about - this is to document current behavior
Tests: ran unit tests
Update: Adding GamePhysics.CheckSpheres
Tests: unit tests (next submit)
Update vm cameras for a selection of weapons (deploy, admire and reload only)
boomerang -> jungle_update
Client server mismatched fields error
Fixed an issue with the DeferredIndirectLightingPass not initializing properly after assigning the shader
Fixing incorrect naming for coconut armour fbx mats
New meats visual added to bbq and campfire
boomerang -> jungle_update
Fixed Boomerang on back positioning.
Removed extra logs from animation events
Added item condition to Boomerangs - each hit removes 10% of durability
Created Place Holder Icons for Big Cat Meat, Crocodile Meat, Snake Meat
Setup New Meat Icons on their Item Prefab
adjusted splat ignoremask to include ocean and lake (using pre-existing Sand topology mask)
Cancel 3p animation if hits the ground
Assigned correct texture reference to cocoknight arms material
Merge: from main
Tests: none, no conflicts
Update: Made GamePhysics.CheckCapsules and related consistent with CheckCapsule around sphere queries
- Added a defaulted param(true) that controls whether we should scan for sphere-like capsule queries or not
- Added a couple comments to clarify things
This adds ~1ms on 10k player perf test scenario, but should silence Unity's warnings
Tests: unit tests + staging demo playback
Reassigned Material and texttures
Improve Boomerang hit detection.
Fix movement code taking excess velocity from the server projectile movement.
Can now turn on/off server projectile movement code (boomerang only uses server projectile for its initial thrown section, client predicted on curving)
enabled r/w on ziggurat gate colliders
some tweaking of the jungle_ruins_e alpha map
Dont fly to a player thats ran too far from the starting position
Aim slightly higher up than the feet
re-balanced erosion splat values to be less intense, included oceanside and lakeside to ignore mask to avoid wiping out beaches with stones
Client predicted returning to player
▇▉▋▌▆▄▇▍▌▆▍▅▉▉▊▆▆▌▇▇█▊▌▆▊ ▆▆ ▄▉▄▅▍ ▇▊ ▄▊▍▋ ▄█▅▉█▍▉▉ ▆▊▇▊