130,366 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Missing part of previous commit
                
                
                
                
             
         
        
            
            
            
                
                Prevents multiple systems overriding each other changes when modifying the corpse spring joint
                
                
                
                
             
         
        
            
            
            
                
                default dart v_ model 
material and textures
                
                
                
                
             
         
        
        
            
            
            
                
                Paging implementation, other perf improvements
                
                
                
                
             
         
        
            
            
            
                
                Only check if the environment volume transform has changed while in the editor and outside of play mode
                
                
                
                
             
         
        
            
            
            
                
                Fix NRE when croc dragging serverside ragdoll
                
                
                
                
             
         
        
            
            
            
                
                Caching environment volume transformation matrix and bounds
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed boomerang server methods running in the client (only in editor)
                
                
                
                
             
         
        
        
            
            
            
                
                Combined volume properties into a Vector4 to reduce shader property set calls
                
                
                
                
             
         
        
            
            
            
                
                updated rustplayer fbx with new prop positions
re-exported working holdtypes after prop bone skeleton updates
                
                
                
                
             
         
        
            
            
            
                
                normal map fixes, dilation fixes
                
                
                
                
             
         
        
            
            
            
                
                - Added an epsilon amount to the environment volume size used for environment volume stencil rendering to prevent Z-Fighting when they are perfectly aligned with meshes.
- Moved the SetRenderTarget call when rendering the environment volumes to outside of the loop that draws them as it only needs to be set once.
- Added a square distance check for volumes after frustum culling based on a controllable render distance.
                
                
                
                
             
         
        
            
            
            
                
                Iterate on croc behaviour, remove zigzag attack, re-add static attack
                
                
                
                
             
         
        
        
            
            
            
                
                Changed the way bee analytics are called. Added an editor method to reset bee stats for testing
                
                
                
                
             
         
        
            
            
            
                
                Optim: Calculate water factors via a Burst job
- Job generates factors off by less than 1mm, so I had to swithc asserts to approx equal
Tests: ran unit tests
                
                
                
                
             
         
        
        
            
            
            
                
                Update: Pass NativeArrays to GetWaterFactors instead of Spans
Tests: ran unit tests
                
                
                
                
             
         
        
            
            
            
                
                clear prefab when switching input type, clear material list before switching mesh
                
                
                
                
             
         
        
            
            
            
                
                Update: replacing BasePlayer.FinalizeTickParallel internal buffers with NativeArrays
- Also renamed WaterFactors to GetWaterFactors (to free up a name for a static array)
This should enable conversion of internals of GetWaterFactors to Burst jobs
Tests: ran the staging demo playback - same InWater and OutOfWater counts
                
                
                
                
             
         
        
            
            
            
                
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                support selecting prefab with auto fill of lod0+lod3 meshes and materials
                
                
                
                
             
         
        
            
            
            
                
                Tests: new PerfSerialWaterFactor and PerfBatchWaterFactors perf tests
Also just realised that all my perf tests are not doing 1k point tests, but 10k. Whoops. I'll keep it.
Tests: ran new perf tests
                
                
                
                
             
         
        
            
            
            
                
                merge from wheel_collider_optim
                
                
                
                
             
         
        
            
            
            
                
                shrunk jungle swamp water surface to avoid clipping
                
                
                
                
             
         
        
            
            
            
                
                Tests: add TestWaterFactorsConsistency test
- Converted other tests to use BasePlayer instead of BaseEntities
- Also exposed WaterFactor methods from BasePlayer (other overloads were already public)
Doesn't stress all paths, only the main path that has updated logic
Tests: ran all unit tests
                
                
                
                
             
         
        
        
            
            
            
                
                merge from backpack_refreshes_clothing_fix
                
                
                
                
             
         
        
            
            
            
                
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                using cached FixedString bone names to FindBones in job, removes alloc and significantly faster for setups that add a lot of bones to the skeleton
                
                
                
                
             
         
        
            
            
            
                
                split container content hashes into deep and shallow, only used to determine if player clothing needs updating
- using shallow for clothing so that backpack contents changing doesn't refresh all the clothing
                
                
                
                
             
         
        
            
            
            
                
                Removed mention of movement penalty on inserts, updated wheat description to new one from the sheet
                
                
                
                
             
         
        
        
            
            
            
                
                merge from clear_bushes_radius
                
                
                
                
             
         
        
            
            
            
                
                 merge from fridge_reskin_light_fix
                
                
                
                
             
         
        
            
            
            
                
                 merge from repair_bench_redirect_fix
                
                
                
                
             
         
        
        
            
            
            
                
                 merge from tea_consumable_info
                
                
                
                
             
         
        
            
            
            
                
                 merge from ocean-render-fix
                
                
                
                
             
         
        
            
            
            
                
                 merged from Item_Descriptions_update
                
                
                
                
             
         
        
            
            
            
                
                 merge from hv_explosion_sound
                
                
                
                
             
         
        
        
            
            
            
                
                Clean: adding ext to safely clean-up NativeReference
Tests: ran unit tests
                
                
                
                
             
         
        
            
            
            
                
                incapacitate and scatter dart icons
                
                
                
                
             
         
        
            
            
            
                
                incapitate worldmodel, LODs and prefab.
                
                
                
                
             
         
        
            
            
            
                
                adjusted sunken knife icon to same position of combat knife for consistency 
plugged in viewmodel so it's all working
                
                
                
                
             
         
        
            
            
            
                
                small improvements/fixes to particle erosion setup
- starting to look like a bad approach for us though