115,259 Commits over 3,959 Days - 1.21cph!
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
fixed horse ragdolling twice due to damage events not having been cleared from before ragdolling
exported crocdile sprint, sprint attack, intimdate and turning anims
Don't show placement guide and mount option for backpacks if they have contents (already couldn't actually place them, so just a visual fix)
Taking a backpack off a weapon rack will equip it if you don't have one equipped already.
Maintain previously requested shield behaviour.
Prevent tiger from hearing preys it's not allowed to target
If the tiger has no target but it hears something, that will become its target
Initial setup for tiger to hear when players hit ore or trees nearby, or shoot a gun
Change hearing system to favour the most recent noise instead of the closest noise
cherrypicking shield_repair_fix
Fix shields not being usable again if they are fully broken and then repaired
Fixed "removed" section of changelog using bold font
Added changelog phrases to primitive gamemode entity
- shows the list of changes when you click on the gamemode button in the top left corner of your inventory
Merge from main attempt 2
Implement manual bilinear sampling and edit CPU sampling to match GPU behaviour, add distance scaling, improve rng hash function, fix edge case causing out of sync rng.