111,310 Commits over 3,928 Days - 1.18cph!
kitbashed ice sculpture stub prefab setup
- only diverting damage of allowed type at the moment
merge from qol_teleport2grid -> main
Fix vertical offset of grid not being correct on certain map sizes
- due to image being placed from the bottom left but grids starting in the top left, but also rounding the number of grids on the map downwards
Optim: Remove IO pipe debug update invoke
Turns out to save much less than expected (just 0.1ms), but this eliminates last editor-only update invoke with many instances.
Tests: On craggy setup a chest->producer industrial circuit, was able to visualize debug
Fix recipe clicks triggering when drag scrolling the recipe list
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- Increase tow rope resolution
- Increase length slightly from the optimal distance in order to make the rope slightly slack
- Setup lead points on visuals to try and make the rope -> transform rope a little nicer
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Slightly grey out any recipe names that we don't have the ingredients for.
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Added lead point support to fake physics rope
Tweaked AO intensity on all rock formations to prevent overdarkening
Shift clicking a recipe adds ingredients for the maximum affordable items.
Misc fixes.
Merge: from main
Tests: none
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Merge: from main
Tests: none(trivial merge)
Merge from ai_wolf_iteration (huge perf boost)
Fixed deployable spawning with the wrong health (introduced by 106680)
Store fsm transitions in the state themselves to avoid having to do dictionary lookups, makes wolves twice as performant
Updated Catapult Explosive Ammo Textures and Materials
- Optimize the fsm transitions that are called often: cache distance to target (per frame) and components
- Optimize roaming and flee: don't project all points in a circle around the wolf, once points are scored, early out after both nav projection and path succeed
- Remove allocation caused by List.GetRange in GetFirstReachablePointInTopPct
- Remove transitions updates (time elapsed now uses a timestamp)
- Add more TimeWarning coverage
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Correctly include mixing table inventory (or not) in affordabilty checks.
Repeat clicking a recipe will add another set of ingredients to the mixing table.
Refactored some affordability and logic to handle this.
-Ballista Added detail blockout ready for rigging
Merge: from remove_editor_update
Removes around 1.5ms from 6k world in the editor and fixes longstanding bugs with the decal editing.
Tests: Created a bunch of decals, modified their properties(changes visible), deleted them(no NREs), ran in game - still visible.
Merge: from main
Tests: none(trivial merge)
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BC: fixing cloth flinging away with large rotation changes
- changed rotation origin to use player model transform's rotation, rather than its rotation field, as it depicts body root rotation better
- made collision distance thresholds tunable and brought it down on the dracula cape due to its bone density
- brought the floor up on the dracula cape damping curve slightly
Gesture picker looks a bit nicer when there are no more gestures to apply
Don't play the lose animation when drawing