121,193 Commits over 4,018 Days - 1.26cph!
Port croc corpse carry ragdoll stability fixes to tiger
- Improve crocodile behaviour against static prey
- Fix crocodile getting stuck cycling between states when live prey is near food
Fix player corpse bouncing a lot when carried by the crocodile
Fix croc sliding during zigzag bite
merge from large_planter_deployables_fix
merge from graphics_ui_doubledigit
merge from lodbias_min_clamp_increase
Weapon rack parachute NRE fix
Clamped minimum lodbias to 0.5
Check if player model exists before trying to assign skin variables
Fix small trophy player heads not appearing on first time player enters network range
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merge from puzzle_reset_underground_fix
progress on baking normal map/smoothness
Added refresh_foliage console command
Merge from fix_texture_streaming_2: Super cautious texture streaming enablement!
Be very cautious about enabling texture streaming. Only enable it if Texture.streamingTextureLoadingCount = 0 and Texture.allowThreadedTextureCreation = false. If not, set Texture.allowThreadedTextureCreation = false and try again in 1 second. One second is enough to upload a few textures, right?
pretty dirty WIP approach to erosion in a job, needs cleanup and splat writing fixing
Update: leaving an optim todo idea comment
Tests: not applicable
Update: sprinkle some profiling scopes
Tests: ran unit tests
Merge from fix_texture_streaming_2
Remove checking of Texture.streamingTextureLoadingCount during TextureStreaming.Update()
exported updated crocodile intimidate attack anim
Disallow threaded texture creation whenever a loading screen is displayed. This should slightly improve loading times and further mitigate texture streaming race conditions.
Shader and colour refinements. Added hemisphere support
Setup a scrolling diagonal material
Optim: use persistent allocs in GetWaterLevels
- I need to properly clean those up at server shutdown, but I'll solve that later
1k waves perf test shows ~100micros savings and no allocs - 1.45ms vs old 1.55ms. This is final optim in the area for now, making us ~80% faster than vanilla managed code(8.6ms).
Tests: ran unit tests
Merge from fix_texture_streaming_2: Replace assertion with just a warning
Replace assertion with just a warning
Fix spine deform not being applied during locomotion
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Optim: remove last managed loop that picks between dynamic waves and static water
1k test with waves shaves off ~0.25ms - 1.55ms vs previous 1.8ms
Tests: ran unit tests
more head rotation during crocodile intimdate attack anim