117,103 Commits over 3,987 Days - 1.22cph!
Fixed boomerang server methods running in the client (only in editor)
Combined volume properties into a Vector4 to reduce shader property set calls
updated rustplayer fbx with new prop positions
re-exported working holdtypes after prop bone skeleton updates
normal map fixes, dilation fixes
- Added an epsilon amount to the environment volume size used for environment volume stencil rendering to prevent Z-Fighting when they are perfectly aligned with meshes.
- Moved the SetRenderTarget call when rendering the environment volumes to outside of the loop that draws them as it only needs to be set once.
- Added a square distance check for volumes after frustum culling based on a controllable render distance.
Iterate on croc behaviour, remove zigzag attack, re-add static attack
Changed the way bee analytics are called. Added an editor method to reset bee stats for testing
Optim: Calculate water factors via a Burst job
- Job generates factors off by less than 1mm, so I had to swithc asserts to approx equal
Tests: ran unit tests
Update: Pass NativeArrays to GetWaterFactors instead of Spans
Tests: ran unit tests
clear prefab when switching input type, clear material list before switching mesh
Update: replacing BasePlayer.FinalizeTickParallel internal buffers with NativeArrays
- Also renamed WaterFactors to GetWaterFactors (to free up a name for a static array)
This should enable conversion of internals of GetWaterFactors to Burst jobs
Tests: ran the staging demo playback - same InWater and OutOfWater counts
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support selecting prefab with auto fill of lod0+lod3 meshes and materials
Tests: new PerfSerialWaterFactor and PerfBatchWaterFactors perf tests
Also just realised that all my perf tests are not doing 1k point tests, but 10k. Whoops. I'll keep it.
Tests: ran new perf tests
merge from wheel_collider_optim
shrunk jungle swamp water surface to avoid clipping
Tests: add TestWaterFactorsConsistency test
- Converted other tests to use BasePlayer instead of BaseEntities
- Also exposed WaterFactor methods from BasePlayer (other overloads were already public)
Doesn't stress all paths, only the main path that has updated logic
Tests: ran all unit tests
merge from backpack_refreshes_clothing_fix
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using cached FixedString bone names to FindBones in job, removes alloc and significantly faster for setups that add a lot of bones to the skeleton
split container content hashes into deep and shallow, only used to determine if player clothing needs updating
- using shallow for clothing so that backpack contents changing doesn't refresh all the clothing
Removed mention of movement penalty on inserts, updated wheat description to new one from the sheet
merge from clear_bushes_radius
merge from fridge_reskin_light_fix
merge from repair_bench_redirect_fix
merge from tea_consumable_info
merge from ocean-render-fix
merged from Item_Descriptions_update
merge from hv_explosion_sound
Clean: adding ext to safely clean-up NativeReference
Tests: ran unit tests
incapacitate and scatter dart icons
incapitate worldmodel, LODs and prefab.
adjusted sunken knife icon to same position of combat knife for consistency
plugged in viewmodel so it's all working
small improvements/fixes to particle erosion setup
- starting to look like a bad approach for us though
fixed jungle swamp terrain on incorrect layer causing wrong terrain insert in jungle
improved terrain blend texture
further normal map progress, output directory saving
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Don't destroy and reinstantiate all item icons every time, hide/show and reuse them. Removes a 90mb instantiate everytime when search results return hundreds of items.
Replace four calls in a row to GetComponentInChildren<ItemButtonTools>() with one.
Remove the previous 160 hard coded item view limit