121,835 Commits over 4,048 Days - 1.25cph!
Fix croc trying to attack cars and shelters with no success
Floor. Additional placeholder building station prefab.
Fixed stray coco knight head and glove protections
fix for camera offset when deploying jungle ak viewmodel
Fixed train tunnel above ground / below ground rail connections not spawning due to the recent environment volume tweaks
Bugfix: fix missing callstacks
- Updated binary that contains the fix internally to 6440ec7 (still hardcoded to always capture callstacks) - was due to ABI missmatch
- Updated continuous profiler unit test to check for AllocsWithStack and a bit of the data set
- Partially updated ProfileExporter, and definitelly borked ProfilerBinViewer
Got updated overhead numbers - always capturing a callstack leads to 9micros per allocation cost(even though inflated due to tests adding 38 calls per alloc).
Tests: unit tests + perf test
Allow chatting while using a computer station
Fix chat immediately reopening sometimes (when in the computer station?)
Remove some allocations related to closing the chat input and input within dialogs
Triangle hull and wall test pieces.
Added wallpaper to all foundation and floor prefabs
Update: initial stack gathering support for allocs in Continuous mode
- using release libs based on d48bcf49, with hardcoded stack gathering for now
Somehow it's 15% faster than mono_get_last_method, which doesn't make sense - need to update the exporter to figure out what's being generated.
Tests: none
Profiling shows
Fixed bullet blood not playing on awake.
Fixed its missing material
Made warmup counts consistent between blood impact types. (35 for bullet, 5 for melee)
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Subtractive merge (120559 & 120558)
replaced the vine mesh with an updated version on viewmodel vine rig
High quality compression settings
Fixed a null ref caused by the indirect lighting diffuse texture being missing for the first frame of rendering the environment volume pass
Made waterworld for testing
Merge from indirect_lighting_fixes
Merge from indirect_lighting_fixes
Remade is broken icon
Old one was looking super low res with higher monitor resolutions
Fixed skin rendering issues in darkest environment volumes by correcting the deferred indirect lighting render targets' formats
Add a separate boat planner for now.
Fixed the sound trigger of bromeliad_dry_a being set to the wrong layer and preventing item pickup
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Update jungle emote image
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Test: adding an profiler-allocation overhead estimate test
- Switched to relase binaries of d340789f
Without profiler recording, allocs cost us ~0.3micros, with recording it costs 1micro. Next will see if we can afford gathering full callstacks for each alloc.
Tests: unit tests
Ensure jungle waterhole is not a viable crash site for the helicopter
Ensure all Lakes/Oasis don't allow heli crash
MonumentInfo 'AllowPatrolHeliCrash' is set to default to false - prevents this happeneing in the future
Some minor fixes
Experimenting with different queue implementation
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