116,216 Commits over 3,959 Days - 1.22cph!
edited vm mini crossbow shoot animations
Merge from presets_editor/quality
RFO debug stuff for Dayaan
Various atlas iterations.
Fixed female breasts censor cube covering screen when using ballista
reset ragdolling player flags properlly if they unmount at any point (usually early dismount from dying) - stops player model getting stuck in cursed states
- Changed reload fraction duration to recommended
- Enable loop pose on idle
-Updated Ballista Texture and material assignments
Negative background to fix halo.
Set shadows to hard & soft across all quality levels, in-line with previous settings.
Fixed horses floating when hitched
Fixed horse air time not being reset correctly when stationnary
Added DLAA support and added it as an option in the graphics menu
merge from main -> primitive_gm
Fixed horses keeping the last input from driver if there is a passenger and driver dismounts
New flame impact atlases.
Updating Ballista rig with new LODs
Switch to quiet run so that setting convar changes aren't printed to console
cargo_docking_fishingvillage_fix -> main
Increased min distance to a better level
Merge: from profiling_improvements
Avoids recording methods that are tiny/fast - helps with overhead.
Tests: in editor on Craggy generated a new snapshot and opened in Perfetto, couldn't find my methods.
Merge: from main
Tests: none
Update: Further reduce what methods we annotate
- Removes get_* property accessors, as they are frequent but usually quick
- Removes various storage classes and math utilities (ByteExtensions, BitUtility, Facepunch.System.Enumerator, all of Unity.Mathematics, etc)
- Removes operator invocation (any op_* method)
- Removes comparison method calls (as they are usually quick)
This should reduce performance degradation in tight loops that frequently invoke these methods and produce smaller snapshot(6.7mb -> 6.1mb).
Tests: in editor on Craggy generated a new snapshot and opened in Perfetto, couldn't find my methods.
Refactor defaults loading to a separate function.
Also load defaults in safe mode.
Removed commented out code.
exported latest vm mini crossbow anims
Merge: from buildingprivilegeretrotool_recycling
Fixes invalid pooling of protobuf type when replicating data.
Tests: On Craggy setup a tiny box base and placed retro cupboard - before fix it immediately reported negatives via pool.print_memory, after fix - stayed >= 0
Combat Entity compile fixes
Bugfix: don't flood pool with ProtoBuf.BuildingPrivelegeRetroTool
Tests: On Craggy setup a tiny box base and placed retro cupboard - before fix it immediately reported negatives via pool.print_memory, after fix - stayed >= 0
Fishing villages wont spawn close to harbor anymore (prevents interactions between the cargo docking and the village)
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vendor_event_printout -> main
Ensure Road Bradley Event outputs the correct stuff as well
Ensure Travelling Vendor event prints out the same stuff as prefab events
initial chunking from shared sdf set
base_combatentity_code_cleanup -> main
main -> base_combatentity_code_cleanup
cargo_npc_abduction_fix -> main
TriggerParent now does checks to ensure its not parenting shopkeeper or mission provider NPCs