156,591 Commits over 4,566 Days - 1.43cph!
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More RRP checks to avoid warnings from appearing when adding/removing command buffers from cameras
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Merge from render_pipeline_testing
Fixed some warnings coming from attempting to add/remove command buffers from cameras while RRP is active
Fix puzzle reset ignoreAboveGroundPlayers not working correctly since recent refactors
merge from puzzle_ignoreaboveground_fix
Reapplied new RenderGraph API to WaterRendererForwardPass and WaterRendererMaskPass after merge
Petting animation updates
Merge from render_pipeline_testing
Fix the render scene script
Disable generate textures for watermap
Little editor helper script for doing FX on thrown/moving items.
Finalized flare WM FX and lighting.
merge from softcore_tc_limit/map_icons -> main
Stop LOD components registering with occlusion culling while its off
Occlusion culling never runs under RRP, but moving LODs still pushed their bounds every frame into a list that never got cleared
Was ~0.5ms a frame on dynamic occludee for nothing too on average
merge from occlusionculling_leak_fix
Fix pt boat rear turret viewmodel
Fix mountable tests not working with BaseMountedWeapon rewrite
Move the shared AI test prefab paths from AITestFixture into a new AITestUtils so client tests use them instead of keeping their own copies
Optimized rain particles
- rain patches now use a closest hit sphere cast instead of GamePhysics.Trace, it collected every colliders down a 1km column to keep only the top one
- a patch only casts again when it moves
- coming back from an alt tab doesnt fire 64 casts in the same frame
- fixed rain falling under some roofs
Editor profiling raining at missile silo, average per frame:
0.42ms -> 0.06ms standing, 0.11ms running, 0.14ms at 20m/s
Applies to snow too
Fix test that sometimes randomly fails in editor because server and client share one TOD_Sky
Fixed the niche FX 6 point shader to use the new pipeline's forward+ light buffer.
Fixes some smoke lighting issues.
Rework how outdoor herd sized are measured to make the 9 max herd cap more robust, instead of each cow checking only their neighboors, each neighboor checks their neighboors recursively
Stretched herds no longer then allow the cap to be bypassed
Perf is same, because then the other cows don't need to run their own queries, so the same total amount of queries are run
Wild cows are skipped as they can't reproduce so don't need to know about their herd size
Fix lamb not using the same eye/mouth mask as adults, and having their eye/mouth tinted brown/black
- Fix client pooling not resetting livestock stats properly, showing incorrect or fluctuating stat before first network update
- When a cow has no owner, the owner UI is replaced with "no owner, feed at a trough to claim"
- Fix trust UI showing "can breed" even though trust doesn't factor in breeding anymore, instead show "will defend you"
- Rename the trust thresholds, shy>curious>can be led>will defend you for females and babies, hostile>wary>can be led>will defend you for males
- Female cows will also attack anyone that attacks their owner, as if they were their calf (and only owner is defended, not others)
Tweaks to IgnoreRotation and RoadFlare to support better lighting on updated flare.
Update rust native libraries for all platforms
- Make recessive genes factor in the buy price you get with the NPC
- Make the buyer NPC comment on hidden bad genes / inbred cows / true god cows with good recessives
- Hint at recessive genes in the genes UI
Fixed misconfigured raiding tests failing after the triangle splash bug fix
merge from animalfootsteps_optims
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merge from optimize_spawn_distribution_simple -> main
merge from main -> softcore_tc_limit/map_icons
merge from render_pipeline_testing
fix RRP missing pixelation censorship size override + fov logic
Fix TCs being sent to you when on tutorial island
Fix TCs on tutorial island being sent to you (if the island isn't instantly cleaned up)
Fix other map views (MLRS, vending, etc) showing TCs on it
Set rabbit animation events culling range to 20
Added AnimatorEventLOD component, disables animation events past a distance
Applied to all animals, 100m for most, 20 to 60m for critters
For 10 wolves roaming 150m away, all events are now off:
339 B -> 0 per frame
Animation update ~0.05ms per frame cheaper
Only create the sound fade modulator once the sound starts fading, saves the allocation for sounds that never fade
So we never pay useless modulator allocation