121,135 Commits over 4,018 Days - 1.26cph!
Reduced eye textures to 512
Changed the pickup/drop/impact sfx for the car radio item in line with other small metal items with a burlap worldmodel
Removed prefab references from hair sets for now (disabling hair)
Updated player_temp_ragdoll with new player skeleton (fixes crash when killing scientists)
Bugfix: fix invalid index scrambling logic in tests
Turns out the tests were borked and generated duplicate indices, which is not something that batch logic can handle.
Tests: ran all unit tests
sunken knife prefab setup - now uses combat knife prefab duplicate, set up as steam item and set to spawn as skin of combat knife, added sounds to sound folder, rebuilt manifest and skins asset
Bugfix: avoid trampling results when scattering out physics query results
- Also reduced size of temp allocations (they're still there, but it's the slow path anyway)
This is not the bug spotted by tests, but it would bite us in the back anyway.
Tests: none, as neither the demo nor tests cover this path (NYI)
Regenerate manifest to fix error about tiger.population already existing
- Completely deterministic arc generation
- Radius variable
- Manually set projectile velocity (not the best idea)
clean up decal mesh collider
Eyelid skinning on more heads
Try bezier curves rather than fake physics and a dream
mesh decal support in working order
Eyelid skinning on Male_G
Made eyelids children of eye bones
Don't change the eyelid position (they should be children of the eye bones and are set to 0,0,0 in the blink controller)
Changed game prefab to cinematic prefab for Rustige Egg G (Cerulean), using Rust/Standard and SSS shaders (basically replacing deferred normals for standard shaders) and 4K textures
cable gantry fixes, lods, collision and prefabs
Update: generate a sample grid for water tests & use WaterVisibilityTrigger
This stress tests a rare execution path. It revealed a divergence between serial and batched - will fix next
Tests: ran unit tests
Fixed construction collisions for al rustige eggs
Logic gates
Codelock files
Scene backup
Merge: from texttable_allocs
- Layout improvements and NRE fix for 0 rows
Tests: unit tests + running filtered status command to force 0 rows
Fix tiger population convar not working
Make panthers spawn naturally in the jungle
Bugfix: fix serializing of empty tables
- Added a test to check for it
Tests: unit tests + ran status with a name filter to exlude myself - table and json printed correctly
Delete panther static mesh model
Make panther a different prefab instead of a variant of the tiger
Setup panther corpse and ragdoll
Rebuild manifest
Clean: rename RowType -> ValueType
Tests: ran all unit tests
Update: Don't pad last column
Tests: ran unit tests
merge from Player_Seed_EyePositions
Move #pragma instructions from .cginc back to shader file to avoid confusing Unity.
updated backpack offsets for some weapons
Bugfix: Fix test table layout when there are not enough values compared to rows
- Added new unit tests to cover abnormal cases
Tests: ran unit tests
initial implementation of a grid-based hydraulic erosion system in the jobsystem
- super fast
- super wrong
- needs a lot more parameter/constant tuning to get good results, but it's functioning
Fixed spelling of re'ceive on teas
Fixed right eye being flipped upside down