117,218 Commits over 3,987 Days - 1.23cph!
merge from fix_start_looting_nre
Fix NRE causing players to get kicked when they loot an empty loot container in primitive
First set of refinements to the rest of the slash details
Improvements to impact effects to alow non uniform scaling. Applied to some standard hit effects with greater variety in rotation and scale
https://files.facepunch.com/ianhenderson/1b0711b1/Photos_5N3eHM2sXK.jpg
Fix master swarms not killing themselves after a period of time without a target
Harvesting tea now applies when gutting fish (will only affect the meat parts, not the bonus chance items like cloth, flares, bullets, etc)
Fixed harvesting tea accidentally applying 1.5x the resources, should be 0.5x
Fixed UI displays, is now in line with other harvesting teas
Fixed harvesting tea not applying to every resource when harvesting
Possible alternate spoiling food stacking rule: add server.normalisedFoodSpoilTimeStackThreshold convar
If both food items have a normalised spoiling amount greater than this convar, they will be allowed to stack
Default to 0.9, meaning that raw meat can be stacked in the first 36m of it's life and cooked meat can be stacked in the first 2 hours (and change) of it's life
When food stacks like this the more spoiled item takes priority so some life will be lost from the fresher meat
Should help some unfotunate stacking side effects when harvesting meat
revolver skin description fix
Possible fix for CheckEggDrop NRE
Optim: replacing GetWaterLevels hot path with burst jobs
- Converted some internal NativeArrays to persistent, lazy growing ones to reduce allocation overhead
On a 25 player case shows a 25% improvement/5micros, though the sample size is too small(not enough players to check). I need a good way to test this at larger scales, or these 5min waiting times will murder me.
Tests: ran unit tests, ran staging demo multiple times, water checks counters in the expected range.
Bugfix: properly access count from CoarseQueryGridBoundsJobIndirect
Tests: ran unit tests
Updated layer for crocodile ragdoll
Porabola utils Incase I want to use it
Initial crappy curving logic
Texture streaming workaround (make sure it's disabled at startup under any circumstances until the graphics qualities are loaded, so it's at most only changed once from disabled to enabled, never from enabled to disabled)
Added Rustige Egg G variant animations, set prefabs, item and steamitem
fixed stables scrap refilling way too fast
fixing missing rad exposure ceiling ( 50 )
- save thrown from position
- handle save till return
- setup shared stuff (used for prediction later)
- code cleanup
Adjusted bounding box again
merge from graphics_streaming_on_all
Fixed an issue with converting linear textures to sRGB when creating a readable copy
Merge: from erosion
Bringing across TerrainMap NativeArray conversion that I need for my batch checks
Tests: reran TerrainMap tests
Merge: from main
Aligning with erosion branch parent CL
Tests: none, no conflicts
Update: added GetTopologies jobs for TopologyMap
- Also covered with tests
- Sprinkled [WriteOnly]/[ReadOnly] attributes into jobs
- Fixed constant string allocation in tests
Tests: ran unit tests
- increased speed
- debug command
- codegen
Impact effects now working on hit. Just search for the nearest bone and use that
More progress towards thrown boomerang generating effects. Correct material is now grabbed
Update: adding WaterMap height sampling burst jobs
- Also covered them with tests to validate output against non-job calls
Tests: ran unit tests
- Reduce bounds
- Add comments
Some attack hit 2 effects
Setup attack hit 2 properly
Can now melee things with the boomerang on left click
Re-order recipe list so new teas are next to previous ones
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Add missing harvesting tea to visual config for cooking workbench kettle.
- Use cached water depth when possible instead of recalculating it
- Make sure movement comp and anim comp "canSwim" variable can't get out of sync
environment AO maps import options changes, material adjustments
Disabled the post processing trigger on the explosive ammo additive prefab.
Fixed docile bees around hives inheriting unwanted nested prefab elements, including that one giant fat bee.
Fixed beehive nucleus grades not being registered properly on vendor listings
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- ▇▅█ ▋ ▊▅▅ ▊▍█▍▅▋▉▉ ▌▋▅▉▆▊ '▇▌▌▍_▌▋▆▅▌▋' ▆▆▉ '█▌▆▉_▊▄▉█▇██▊▉' ▄▌▆▉ ▅▇ ▍▌▄▇▉▌▋█▍█ ▄▋▊▍ ▅▄ ▋▊▅█▉ ▋▅▍█ ▇ ▆▇▊▇ ▍▇▊▌▇▋██▊ ▋▍ ▊▉▄ ▆▋▌▋▇▄ ▄▉▇▊▌▅▊▄▌
- ▆▉█ ▋▊▉▋▄▋▊█ ▊▇▄▇▉ ▍▅ ▅▋▋▉ ▉▍▊▇▇▍▍ ▄▅ ▄█ ▊█▆ ▉▌▍██▊▅▅▍ ▇▋▉▄ ▅▌▍▉▆▅ (▊▍ █▅ ▆▅▌ ▅▊█▇▆▋▉▅▄▅ ▆▊▆ ▄▇█▄ ▆▉▌▍▌▅ ▅█▅█ ▋▆▄▋▊ ▇▊ ▉█ ▊▉▅▄▍▌▅▋ ▋▍▄▄▆)
Merge: from terrainmap_nativearray2
- Fixed a bug of invalid reinterpret
Bringing across my tests since we're both working on the same thing.
Tests: ran the new tests