122,043 Commits over 4,048 Days - 1.26cph!
Merge from: main
Tests: none (no conflicts)
Bugfix: NotSupportedException when trying to use NetWrite.Read
- Fixed by going directly via underlying buffer of NetRead/NetWrite
- Removed generic Stream call path for recording of packets
Tests: ran a server-side client demo recording in editor - before exceptions, now clean
rebalanced buoyancy flow movement scale for boogieboard and kayak so you can actually move away from the beach
update half height shelve name
Fixed duplicated bones in horse skeleton properties, causing duplicate bone id warnings when damaging a horse for the first time
fixed radiation dart feathers clipping through the hand
- update to fbx
Update: Continuous profiling that only captures allocations (for now)
- using debug binaries built from d340789f, it triggers a snapshot every 3rd frame for testing
- added a test to validate the loop of capture-and-resume
- Native.StartRecording -> Native.TakeSnapshot
Pretty barebones for now, need to profile callstack gathering to see how expensive it is for continuous profiling.
Tests: unit test
Fix: Add "vine" to texture streaming exclude patterns.
fixed occurences of light leaking in cave segments prefabs
set cave glow worms to world layer
turned on fade on cave pointlights and a slight increase in drawing radius to fix long corridors popping
Removed model component from all deployable corpse prefabs, not needed
Fixes some missing string warning when repairing them
progress backup on the trawler greybox
Fixed player getting stuck while on ladder in core of excavator if excavator rotates
Player will now be parented to the excavator entity while on the ladder
Added IgnoreIfOnLadder to TriggerParentExclusion for cases like this
S2P excavator
Possible AutoTurret.AimOffset NRE fix
Made culling volumes fully engulf the LOD radius of certain lights to fix light bleed issue.
Fixed a list leaking from pool while vine swinging
Fixed shark attacks not making any noise if the show blood option is set to false
manifest again, can't push the whole thing at once because plastic spits random error every time ofc
fixed unlocking of jungle pack, updated store icons
jungle bamboo kit lods remade
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Laser detector:
- fixed not detecting player when placed closed to a doorway
- fixed detecting entities through constructions and deployables
testing out TOD fogginess as a separate fog medium from base atmospheric scattering, better fog start height calculation
Added placeholder material, prefab and item for the trowel, ran manifest for the new tool, edited previous import settings for the trowel fbx
merge from jungle_update (fixes optimizations)
Hura crepitans billboard tweaks to make pop-in less obvious
Fix texture streaming exclude pattern for keypad lock shock effect
1st pass view model camera animations for all muscal instruments that need them (deploy + admire only)
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fix jungle ambience playing offshore for real this time
Remove leather gloves from Techtreet0
boomerang_demo_timing_fix -> main
More accurate results in demo than before
Added a clear call to the indirect diffuse texture after the deferred lighting pass so the no sunlight flag in its alpha channel doesn't affect the sunlight rendered into reflection probes
Fixed client prediction code trying to be run in demo, this was causing some timing innacuracies
Don't attempt to move the boomerang if the demo is scrubbing
Try and predict model state if scrubbing
make tod sun/moon mesh brightness configurable in edit/play mode