114,224 Commits over 3,959 Days - 1.20cph!
render actual shadow map for cloud on world shadows, better weather noise, decompress detail noise (artifacts are too noticeable with compression, need to look into further)
Fixed BatteringRam.MoveToNormalBreakForce server NRE
Duplicated and null ingredients ItemDefiniton tests
Fixed ice high wall double ingredients
merge from highwalls_recipe_fix
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Clean: removing unused WaterFactorForPlayer that didn't return WaterInfo
Tests: compiles in editor in SERVER+CLIENT mode
Bugfix: ensure we cache WaterInfo for players that use various vehicles
Some vehicles have custom logic to check how submerged the player is, and we would miss the water info taht was used to calculate it.
Tests: tested via DPV - submerged factor was 1 and waterinfo was valid (before it would report factor of 1, but invalid waterinfo).
Update: BaseMountable.WaterfactorForPlayer can now return WaterInfo
- allows further reusing of the same water info down the line
I actually need it to make sure all our player's cached values are correct - will fix in next submit.
Tests: none (as it's not in use in this CL)
Codegen/manifest to get bet branch working again
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Merge from fix_texture_streaming - let's see if Jenkins will pick up on this
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Clean: fixing profiling scope name
Tests: none, trivial change
Merge from /indirect_instancing to fix build
Fixed battering ram arm not hitting decor colliders
If no entity is hit, it now checks for decor colliders and considers them valid targets, triggering impact effects/animations etc
Toned down the collision damage
Update: FinalzieTickParallel now uses batched WaterFactors query
- had to add more fork-join-style code to deal with batching
This allows us to sample water information for all relevant players as a burst job (and there's further untapped potential). Next up is trying to batch and jobify physics checks.
Tests: played in a solo session with parallel processing enabled - running, driving, swimming worked normal. Played back all of my server demos with analysis enabled - no new violations detected.
Prevent tigers from being too easily stunlocked by fast firing weapons
Bugfix: use the right allocator for a waterlevels batch
- This revealed that we have an Application.isPlaying check that prevented this from being detected via unit tests
Tests: ran unit tests (but they're useless in this case), ran all demos that use the new code(yet to submit) - no more exceptions
Merge from .../fix_texture_streaming
Experiment: Set streaming mipmaps memory budget as a percentage of available VRAM, rather than calculate it based on texture load.
properly force resetting player entity rotation and view angles for remote players when dismounting
Beehive now stings you if you take honeycomb
exported tiger vm kill and run hit additive anims
Continued work on zigg exterior. Desaturated couple of test textures slightly. Minor set dressing.
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Actually assign the hit anim...
Setup snake hit state and triggers.
Added client hurt rpc.
Scene updates with debug controller player
Updated customspineoffsets for ak and sar
Update: able to get WaterFactors for players as a batch operation
- internally splits players into sequential queries(vehicles, parenting) and a batch query
Another building block covered, I should be able to rewrite caching of water factors step of FinalizeMove(next submit).
Tests: just editor compilation, I need to adapt rest of code to work with it.
Setup extra anim state between alert and idle.
Animitor tweaks.
Update: BufferList - new utility methods
- Resize - to explicitly control internal capacity
- ContentSpan, ContentReadOnlySpan - shortcuts to create a ro-/span over the active part of the buffer
Need both as I'm using it further in batched player processing operations
Tests: none, trivial changes.
Fixed incorrect purchase history calculation
exported more snake anims
updated ak entity hold info offset
Auto refresh item lists when convar changes
Added environment volume support for objects rendered via the forward base pass
Reapplied
112676 - Don't allow deployed firebomb to be deployed in water because science (stomped in 112706)
Admins can now toggle displaying hidden items in F1 menu.
Added ItemDefinition.Hidden() which includes admin and new convar check.
Added admin.show_hidden_items convar.
updated ak47 entity hold info offset