117,416 Commits over 3,987 Days - 1.23cph!
Merge from fix_texture_streaming_2: Expose more ConVars
Missing part of previous commit
- Make croc drag corpses to the water to eat them
- Properly implement the advancing furious bites combo
- Allow croc to stray a bit further from water
- Prevent croc from fleeing mid-attack
- Make croc less aggressive
don't render ocean if no ocean in scene
Optional double digital float precision display support for TweakUI slider
factor ray set back into configured ray distance, don't dilate alpha
natural hives drop 50% less honeycomb
reduced chicken egg spam
rebalanced honey + egg consumable
Proposed fix for the bees throwing random occasional fire from sub emitters
Make texture streaming tunables accessible via ConVars and improve output of texture.stats
Disabled the spark element on fire additive damage impact FX - until we start using another prefab for players taking open flame damage.
Update 3p boomerang animations to remove rotation errors
Optim: skip issuing 0-length WaterCollision.GetIgnore jobs
Tests: ran unit tests
Add profiler markup to procedural croc tail
Slight balancing adjustments to make sprinklers more effective
Added jungle swamps to World Setup prefab
merge from Item_Descriptions_update
Merge from amd_dlss_crash
Added additional DLSS support checks
Ensured master swarm has same trigger collider
Let bee swarm and bee master swarm take splashable damage
Boomerang now does damage to entities it hits
using vis entities for the meantime
Optim: make TerrainCollision.GetIgnore and WaterCollision.GetIgnore use indirect Burst jobs
- Also added a bunch of optim TODOs
Starting to build up an indirect collection of methods. Next up will convert related GamePhysics calls
Tests: ran unit tests - they passed. Played back staging demo multiple times with analyzedemo - got comparable in-water counts
Fixed several sound trigger references on new jungle foliage
Merge from aiz_log_removal
Remove "AIInformationZone performing complete refresh, please wait..." log
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Increase croc slop following rotation interp speed, looks better with something as flat to the ground as him
Tweak anim transitions to make sure they at least work when speed = 0, making it easier to track down the issue
Fix croc using 2 consecutive 90 turns instead of a single 180
New: add WaterStateProcessor for full server demo analysis
- Also redid ViolationProcessor to avoid leaking internal implementation to other files
Tracks how many players across all server frames were in water - using it to track consistency of water checks while modifying internals
Tests: played back staging demo - got consistent-enough results
- Hook placeholder zigzag bite attack
- Workaround for animation pop after turn 90, need proper fix (maybe it's briefly going to walk locomotion)
- Update croc fsm declaration syntax
monstera deliciosa bushes - models, textures, mats and prefabs
Jungle foliage prefab DoPrepare
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