117,471 Commits over 3,987 Days - 1.23cph!
Orchid, rose, sunflower, wheat placement meshes.
Change honeycomb cook time to 2 seconds so it doesnt look like a 10x server when cooking
Setup proper protection for beehive so it doesnt break in 4 bullets
Make crocodile waddle back to water if they strayed too far from it during a chase
Make GetCoarseVectorToShore more explicit and intuitive (no need to remap Y to Z and to extract distance from Z anymore)
Merge: from texttable_allocs
- Replacing old TextTable with the new one that allows deferred formatting and avoids allocs
Tests: new unit tests and manual invoke of server.playerlistpos and status commands on Craggy
Optim: replacing old TextTable with the new one
- Updated Server.GetPlayerListPosTable to new APIs
Synthetic test of `playerlistpos` for 200 players on Craggy runs in 0.5ms (instead of prev 5ms) and 99% less allocs.
Tests: Started Craggy in editor with a synthetic test. Also used a couple TextTable rcon commands
Lens dirt, motion blur and sun shafts tooltips
Update: make logic match `shouldPadColumns` meaning
it was doing the inverted logic before, but didn't affect tests since they used old values before the rename.
Tests: ran unit tests.
More visibility improvements:
- Forced motion vectors off
- Larger base size, with a strict max screen size: For better mid range visibility.
Update: adding extra perf test to track shouldPadColumns influence
- Also renamed isForJson to shouldPadColumns
Shows 6x perf impact between no pad and pad. Makes sense, since for some types we need to do string formatting and that's heavy.
Tests: ran the tests.
Dragged out backend fade because screen space scaling.
Merge from crafting_update
Fixed debug.clearPlayerModifiers typo
Update: Add deferred formatting for more types (uint, long, ulong, double, vec3)
- Extended tests to cover these cases
Tests: ran unit tests
Min size up +0.0005 for good measure.
Setup the FX for the viewmodel renderer, but left it disabled because a step is missing.
Snake scale and colour balances
Modal styles and reveal transitions
Implemented new Honeycomb Worldmodel
Rework crocodile intimidate to be like an alternate combat idle instead of a custom animation state, more consistent with the tiger and easy to reset on pooling + no RPC required
Optim: don't allocate when writing values via JsonTextWriter
- also exposed a `stringify` param that can avoid string conversion
Tests: ran unit tests
viewmodel - set up idle states as blendtrees for ADS support
Update: revert back to Newtonsoft.Json
- Temporarily reverted the TextTable in use to original version to validate via tests
We have to o many json serialization impls, so going to avoid trying to add a new one. I'll have to check if I can rip out the stale dll or not.
Tests: ran the unit tests
removed duplicated crossbow files from blowpipe folder
Merge from crafting_update
Merge from planter_stacking
Fixed NRE when placing small planter on shelves
Premium modal styling and tag
Fixed fridge showing 1 power usage in client
Fixed fridge not being lockable
Merge from amd_dlss_crash
Changed the tiger ragdoll prefab layer to the correct layer.
merge from /graphics_settings_extra_tooltips
Added back DLSS code that was removed with a merge from main
Assigned all the spoiled food items the vomit sound when eating
Added graphics settings ooltips for any that were missing.
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Add option to disable/enable look at and spine deform on a per anim basis, use it to make croc intimidation look better
Fix placeholder temperature tea enum/values that look to have been badly merged at some point