117,218 Commits over 3,987 Days - 1.23cph!
Ensure all stab effects have rotation modifers on them
Merge from camphysical_taa_support
Fixed a few bees briefly escaping from the next jar after a grenade throw.
Further refinements to slash effects
Update: Use NativeArray for TerrainTexturing.ShoreVector storage of distances and vectors
- Had to add an editor-only safety check for WaterCamera for a super rare exception
Tests: Played procgen and Craggy in editor. Forced a bunch of domain reloads to validate WaterCamera doesn't break anymore
updated topology masks for jungle ruins, s2p ruins
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Fixed metal ore scale issues
exported crocodile static and run death anims and updated intimidate attack anim
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terrain topology radius samples run through burst job, even when called from other threads
- 5000 size map without monuments, trains, roads takes 96s rather than 510s to generate, significant reduction in river layout and shore vector generation
updated croc ragdoll prefab to look less goofy.
Decouple look-at and spine-deform when enabling on a per animation basis (fix spine deform being disabled inadvertently)
Fix crocodile sampling water at their visual location instead of at the nav agent location, causing them to go under terrain
- Decouple look-at and spine-deform when enabling on a per animation basis (this gets rid of issues where spine deform was inadvertently disabled)
Added TAA support to cam physical
- Fix crocodile diving instantly, dives at plausible speed
- Fix crocodile spine procedural anim always being disabled
merge from fogmachine_optim
merge from cwb_kettle_harvesting_tea
merge from recipelist_reorder
merge from Item_Descriptions_update
merge from consumable_gene_info
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Update: perf tests for WaterInfo/-s
For 1k sample points - batch version is 4(no waves)/3(with waves) times faster than serial
Tests: not applicable
Have croc exit dive if it happens to move out of the water
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- Croc dives after fleeing into water instead of staying on the surface, right now the dive snaps the depth we need to look into it
- Make crocs float lower under the water so only snouth and back are visible
- Prevent croc from using land animations in water, and vice-versa
- Fix error from OnValidate
- Run codegen to fix compile error
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Update: addding perf tests to GetWaterLevel/-s
- Doesn't have cases that have water volumes, so slowest path not stressed in both cases
On 1k locations batch version is 10x faster than serial(130micros vs 1.18ms) with no waves, with waves - 3x faster(3ms vs 9ms)
Tests: not applicable
Fix error because of OnValidate firing during gameplay
merge from crafting_update - (Molotov fireball has a sparking effect on players fix)
merge from graphics_settings_extra_tooltips
merge from crafting_slots_rolls
merge from beehive_hammer_pickup_hotfix
merge from bee_occasional_fire_fix (what a bug)
merge from bee_nuclei_grade_fix
merge from ragdoll_squeezing_fixes
merge from amd_dlss_crash
set rustige egg g steam sitem.asset to retired-nocrate-notrade and updated manifest
refreshing terrain blend textures of jungle ruins - they are correct but somehow were not applied in procmap
strangler fig color and transmission tweaks in situ
merge from alt_food_stacking_rule
merge from cookingworkbench_fix
merge from mixing_table_ui_fix
merge from harvesting_tea_fixes
merge from master_swarm_not_dying_fix
merge from checkeggdrop_nre
merge from explosiveammofix