193,078 Commits over 4,049 Days - 1.99cph!
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Files for deployment zone visualization.
Update: use GetIgnoreIndirect(vec3, float, ...)
Further simplifies code and reduces the number of temp NativeArrays we need
Tests: unit tests
merge from fix_spawnitem_ownership -> main
Fix item ownership not applying when using `spawnitem` command
Merge from vram_budget: Experimental new texture streaming
Update: Use GetIgnoreIndirect(vec3, vec3, ...) to further simplify code
As a bonus this avoids a bit of data repacking and NativeArray creation - there's more to come
Tests: ran unit tests
merge from ownership_barrel_fix -> main
Fix item ownership not applying to items from barrels
Add a tip telling you what to do if you're attacked by bees
Apply "Make All Streamable" to 8294 textures
Add option "Make All Streamable" to texture optimisation tools based on Diogo's filter functions
Force texture mipmap streaming to be always on (experiment) and set the memory budget equal to available graphics memory.
Update: use WaterTestFromVolumesIndirect to simplify code
This could be a small optimization, since we have to move less data around, but not focusing on that - just trying to reduce complexity.
Tests: ran unit tests
Tests: TestWaterInfosConsistency now generates fake WaterVolumes
Need this since I'm starting to modify the "volumes" path as well.
Tests: ran the unit tests
Rpg setup
- added 3p anims
- fixed issues with wrong rotation on exports (updated prop position during anims)
- holdtype override updates
- zero'd entity offsets, set to follow left prop
- removed weapon root from mask on w_launcher anims
merge from ranking_change -> premium_servers
Fix tracking accumulating error
Update: replacing a bunch of GetWaterInfos internal BufferLists with NativeArrays
Preparing to replace more of managed logic with burst jobs
Tests: Ran unit tests
show hit notifications when your bee swarm damages someone
impact_details_variety -> main
Improved blunt wood decal
Promo item setup for linking a Discord account in game (need to fill in the item ID still!)
Restore stomped code changes
Add failure transitions to croc to fix log spam
Fix croc diving under terrain
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Fix croc hitboxes being activated too early (needed to take into account pos interp delay) - previous commit didn't go through
Fix croc hitboxes being activated too early (needed to take into account pos interp delay)
Optim: replace height fetching with a burst job
Tests: unit tests
exported crocodile back pedal, edited attack and intimdate animations
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Optim: replace initialization with with a burst job
Tests: ran unit tests
renamed biro dart fbx -> incapacitate dart (i broke everything with this)
updated already existing incapacitate dart prefab
renamed materials for consistency
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Update: replace Spans with NativeArray in WaterLevel.GetWaterInfos
Will allow to pursue using burst jobs internally.
Tests: tests passed
jungle ruins lootspawns, replaced the last greybox volumes in scenes for matching art assets
renamed dart b -> scatter dart
world model/lods
Update server browser menu prefab
Only prioritize official premium servers, leave community servers to sort normally regardless of premium status
Deleting Panther skeleton assets
Rebinding panther prefab variant with correct mesh
Accept any rivers that end in the jungle biome beyond the typical max river count
Reduced min distance between rivers a bit