193,039 Commits over 4,049 Days - 1.99cph!
added and updated some crocodile animations
Seed variants for sunflower, rose and orchid
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Added correct data path and log path when checking for DLSS support
merge from fast_debug_draw (fix shader on metal)
Update: ServerDemoPlayer - report errors if failing to find entities
Need to verify if my previous changes are working in more complex scenarios.
Tests: none, trivial change
fast debug draw: skip geometry shader on metal
experimentally routing calls to queries from a non-burst context to run a burst compiled job on the main thread and calls from burst contexts to directly run the code
- uses a mixture of BurstDiscard and compiler hints to avoid compiling any branching into burst-compiled code
- twice as fast than just burst compiling the function calls and calling it directly from managed/non-managed contexts
- at least 10x faster for larger queries in worst cases (empty grid) and negligable difference for small queries
Added some polygons to the cooking workbench liquid bottle that was looking a little PS2.
Update: FullServerDemo - detect full network ID range used in demo
Replaces old invalid system of just reserving a constant chunk
Tests: played back all demos that I have - all valid.
Add terrain blend layer to standard 4-way and packed mask blend, reduce terrain sampler slot usage
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Interior set dressing, tweaks to floor material in zigg scene
mauritia flexuosa M variant with LODs and billboard, materials initial commit
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Temporarily disabling DLSS/DLAA due to crashes
Update: FullServerDemo - support client RPCs for transient entities
Implemented via an extra parse of demo stream, but should be okay since it's an editor-only process.
Tests: Played the same demo where I collected wood - previously it quietly failed, now player got attributed resources.
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Continuing work on zigg scene
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Corpse inventory saving/loading
Added workbench corpse
merge from terrain_ignore_grid
Added GibSimulator, tool to simulate gib physics in edit mode - helps creating container corpse prefab
Not tied to Gibbable for now, still wip
Update: FullServerDemo - try to handle transient(not in the savefile) Entities
- Record an entity snapshot once per demo chunk if sending specific messages - Positions, Flags, RPC(both server-sending and recieving)
- DemoTransientEntities are not sent if we've sent an entity snapshot via Entities message during active chunk
- Fixed not handling demo messages that can have 0 connections associated with it
- Fixed incorrectly aborting on "unknown" message type when types are related to demo-specific messages.
In theory this should allow us to avoid missing entities scenarios when playing back, which helps with determinism. But the server-recieving-RPC scenario needs more work - we record the transient snapshot after we recorded an RPC from the client, so I need to implement look-ahead in demo playback (or do what client demo playback does and index the demo).
Tests: on Craggy in editor recorded a full server demo where I'm looting a wood-collectible. During playback it spawns, but doesn't get removed
Adding chicken lay egg animation
Merge from fast_debug_draw
Adding Hidden/DebugLine shader to always included shader list
tiger ledge attack anim exported with vertical motion again
Improve tiger leap timings
Cooking Workbench FX & Lighting WIP.
Cherrypicked fireflickerfix.
Merge from fireflickerfix
Optimized cooking workbench texture settings/sizes.
Removed a couple of textures that weren't doing anything (flat)
Set AO to Linear.
Add item ownership when an item is upgraded into another item
- christmas presents
- easter eggs
- super stocking
- halloween candy
Set item ownership when item is researched inside research table
Add item ownership for items produced by recycling other items
- uses the last player who opened the recycler
Refactor WildlifeTrap to use the existing `LastLootedByPlayer` field instead of storing new reference
Add `StorageContainer.LastLootedByPlayer` alongside the ulong `LastLootedBy` field
Merge from crafting_update