120,569 Commits over 4,018 Days - 1.25cph!
Include vehicle detailed layer in vine dismount check
Fixed blurry spraycan sprays.
Applied lighting to Ziggurat A.
S2P
(Small trigger code bug exists on Asana)
Fixed a couple of inverted triggers.
Renamed new lighting prefab.
Added occluders to Ziggurat lighting.
Deleted the old lighting prefab.
Train tunnel entrance bunker terrain anchor fixes
merge from underwater-effects
- color space fixup
- fix water line lighting, have color+reflection match the water surface
- remove old stuff
Optim: List.Compare now uses pooled hashsets instead of hashing-and-sorting
2x faster. Now, just need to see if I can get rid of these remaining allocs (just 4 per stable run)
Tests: unit tests
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Improved kapok billboard textures / added gradients to mimic shadows
Initial setup work
Viewmodel items can run Conditional logic on ViewModel clothing script, occupying certain slots and looking for conflicts
lerp according to cam velocity, add refraction to river surface
Polish pass on camera animations for a selection of weapons
v vineswing anim wip and exported v vineswing rig with extra leaf bones added
Improved kapok_a and kapok_a_stump colliders
Fixed broken scaling on the stump collider
don't lerp underwater params if we started outside of water or on first initialization
updated 3p vine swing anim
osx_compile_simulator -> main
projectile_orientation_override -> main
Reorder inspector properties
lock orientation changes behind a checkbox
Fix dart rotations to work with recent projectile rotation changes
merge from jungle_update/meat_visuals
Cooking workbench new meats setup
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)