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117,180 Commits over 3,987 Days - 1.22cph!

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Check if player model exists before trying to assign skin variables
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merge from main
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merge from trophy_nre
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Fix small trophy player heads not appearing on first time player enters network range
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Jungle plants progress
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merge from trophy_nre
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merge from puzzle_reset_underground_fix
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progress on baking normal map/smoothness
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Added refresh_foliage console command
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Pixelate censor fixes
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Underwear censor fixes
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Rebase on /main
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Merge from fix_texture_streaming_2: Super cautious texture streaming enablement!
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Cherry pick live fixes
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Be very cautious about enabling texture streaming. Only enable it if Texture.streamingTextureLoadingCount = 0 and Texture.allowThreadedTextureCreation = false. If not, set Texture.allowThreadedTextureCreation = false and try again in 1 second. One second is enough to upload a few textures, right?
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revolver setup
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pretty dirty WIP approach to erosion in a job, needs cleanup and splat writing fixing
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Update: leaving an optim todo idea comment Tests: not applicable
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Update: sprinkle some profiling scopes Tests: ran unit tests
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Merge from fix_texture_streaming_2
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Remove checking of Texture.streamingTextureLoadingCount during TextureStreaming.Update()
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exported updated crocodile intimidate attack anim
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Disallow threaded texture creation whenever a loading screen is displayed. This should slightly improve loading times and further mitigate texture streaming race conditions.
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Shader and colour refinements. Added hemisphere support
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Setup a scrolling diagonal material
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Optim: use persistent allocs in GetWaterLevels - I need to properly clean those up at server shutdown, but I'll solve that later 1k waves perf test shows ~100micros savings and no allocs - 1.45ms vs old 1.55ms. This is final optim in the area for now, making us ~80% faster than vanilla managed code(8.6ms). Tests: ran unit tests
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Merge from fix_texture_streaming_2: Replace assertion with just a warning
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Replace assertion with just a warning
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Fix spine deform not being applied during locomotion
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Optim: remove last managed loop that picks between dynamic waves and static water 1k test with waves shaves off ~0.25ms - 1.55ms vs previous 1.8ms Tests: ran unit tests
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more head rotation during crocodile intimdate attack anim
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Optim: gather coarse distances to shore via indirect batch 1k waves perf test shows another ~0.5ms shaved - from 2.3ms to 1.8ms Tests: ran unit tests
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Optim: grab TerrainHeights via indirect batch 1k waves perf test used to take 3ms, now 2.3ms Tests: ran unit tests
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Show range with a custom material. Use Graphics.DrawMesh rather than spawning an actual prefab. Cach property block, mesh and material stuff on the guide renderer
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Merge from fix_texture_streaming_2: Assertions
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Update: gathering OceanSim's water heights in indirect way - Also fixed the OceanSim's GetHeightsJobIndirect job as it works on world positions, not uvs This allows me to convert the rest of the logic to Burst jobs. Tests: ran unit tests
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Cleanup access to texture streaming related variables to prevent accidentally waking up the streaming system when we don't want to. Also added some experimental assertions to make sure no textures are currently loading when texture streaming is enabled.
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Moved the code into deploy guide renderer instead
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fixed seam
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- Update timing of zigzag attack - Fix rotation not being handle properly when using root motion tracking - Reduce senseless croc jaw snap spam
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re exported crocodile intimidate attack anim
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merge from main
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Update: Bunch of utility Burst jobs for WaterLevel.GetWaterLevels outstanding jobification Tests: none, they are not plugged in
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When placing a sprinkler, a sphere will now be visible indicating its range