117,180 Commits over 3,987 Days - 1.22cph!
Check if player model exists before trying to assign skin variables
Fix small trophy player heads not appearing on first time player enters network range
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merge from puzzle_reset_underground_fix
progress on baking normal map/smoothness
Added refresh_foliage console command
Merge from fix_texture_streaming_2: Super cautious texture streaming enablement!
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?
pretty dirty WIP approach to erosion in a job, needs cleanup and splat writing fixing
Update: leaving an optim todo idea comment
Tests: not applicable
Update: sprinkle some profiling scopes
Tests: ran unit tests
Merge from fix_texture_streaming_2
Remove checking of Texture.streamingTextureLoadingCount during TextureStreaming.Update()
exported updated crocodile intimidate attack anim
Disallow threaded texture creation whenever a loading screen is displayed. This should slightly improve loading times and further mitigate texture streaming race conditions.
Shader and colour refinements. Added hemisphere support
Setup a scrolling diagonal material
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
Merge from fix_texture_streaming_2: Replace assertion with just a warning
Replace assertion with just a warning
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
more head rotation during crocodile intimdate attack anim
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
Optim: grab TerrainHeights via indirect batch
1k waves perf test used to take 3ms, now 2.3ms
Tests: ran unit tests
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
Merge from fix_texture_streaming_2: Assertions
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
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.
Moved the code into deploy guide renderer instead
- Update timing of zigzag attack
- Fix rotation not being handle properly when using root motion tracking
- Reduce senseless croc jaw snap spam
re exported crocodile intimidate attack anim
Update: Bunch of utility Burst jobs for WaterLevel.GetWaterLevels outstanding jobification
Tests: none, they are not plugged in
When placing a sprinkler, a sphere will now be visible indicating its range