117,475 Commits over 3,987 Days - 1.23cph!
exported some tiger animations with wibbley wobbley tail physics
Chicken reaction animation update
merge from buildingprivilege_cache_fix
Fixed entity building privilege cache reading as false negative, fixes shelter giving 0 building privilege
fix terrain paint layer shader error
optimise_fogoverlay -> crafting_update
Added profiling to the fog overlay
Optimise UIFogOverlay. Now only looks at nearby active smoke grenades (using a spatial grid).
It used to loop through every active smoke grenade on the map.
Optim: Allocate scratch buffer on the stack instead of thread local mem
Perf tests showed same performance, so we can save on the global allocation
Tests: ran editor on craggy
Added World Model FBX and Material for the Wheat, Rose, Orchid and Sunflower Seed World Models
Fix armour slot issue when reskinning certain items, which only showed up after item ownership merge (my bug - worked before the merge by luck)
Bees now die in the smoke of a smoke grenade
█▌▌▆ ▌▌▄▄▌▆▇ ▍▍▍▌▉ ▍▄▌█ ▍█▄▌▋▆█▄ ▄▆▅▉█▅▌ ▉▇ ▄█▅▊▊▉ ▆▌▌▄▇▉▅ (▉█▄▊▉ ▍▋▄ █▊▇▄▄▊▄▌▉ ▋▅▆▆▍▊)
▊▌ ▇▌▌▄▌▅▅█ ▌▋▊'█ ▋▉▌ ▋▇
▇▆█▌▍▄ ▅▄-▊█▍▇▉▍ █▇▄▌▋▊▋▍ ▋▅▉▍▋▋█▊█
Bee grenade base crafting pass
Prefabbed concrete walkway kit. Added custom COL. Added to Asset Gym
Fixed bee grenade viewmodel scale
Optim: avoid scratch buffer round trip
After checking internals, GUID serialization is also alloc-free, so routing through that.
Tests: profiled in editor
Optim: eliminate float/double related allocs in EventRecordField.Serialize
Need to run a couple additional experiments(stackalloc, tagged union), but this part is basically done.
Tests: ran in editor, observed in profiler that no more allocs are happening in Serialize for small records
- Setup open/close sounds for deployed hive
- Change deployment sound to boxes
merge from crafting_update
Fixed glowing billboards on trumpet trees
Tweaked LOD distances on bromeliads
Adjusted jungle densities
Jungle ground plants progress / ferns and optimization
Force network update when heat source changes
Setup standalone impact effect for natural hives. Swapped to dirt sounds as a stand in
heliconia billboards, prefabs, spawn prefabs
updated pie icons with lewis's new ones and added the unsued ones too
tiger attack ledge anim exported after vertical movement edits
▍▇▉▉▌ ▉▅▄▅▄ ▅▋▋ ▉█▌▊█▆▍▄ ▄▇▅▉▄
- ▉▇-▍▉▄▋▉▉▅▉ ▅▄▊▊ ▋▉▍▋▆▉ ▉▄▇▆▍▉ ▄▅▅ (▌▄▇▍ ▌▄▌▅▊▄█▅ ▆▇ ▌▋▊▋▉▆█▄▉▍▄ █▉ ▍▊▉█▊█) █▆▉ ▋▄'▌ ▊▍█▇▊▋ ▇▇ ▊▉ ▉▇▌ ▉▍▊▋█ ▇▌ ▇█▌█▄▊▌ ▋▌ ▅▆▍▉ ▍▌▇▄▊
merge from crafting_update
Optim: EventRecordField - use thread local scratch to avoid GUID serialization allocs
Tests: validated value via debugging, unity profiler showed no allocs during Serialize(CSV) call
Setup Beehive item filters
Merge from crafting_update
Ensure deployed beehive can handle having a full inventory properly
merge from crafting_update/visual_cooking
Use property blocks when lerping food color