192,546 Commits over 4,049 Days - 1.98cph!
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
fixed jungle swamp terrain on incorrect layer causing wrong terrain insert in jungle
improved terrain blend texture
further normal map progress, output directory saving
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Don't destroy and reinstantiate all item icons every time, hide/show and reuse them. Removes a 90mb instantiate everytime when search results return hundreds of items.
Replace four calls in a row to GetComponentInChildren<ItemButtonTools>() with one.
Remove the previous 160 hard coded item view limit
Adjust angle limits
Initial handling for trees being destroyed - nearby vines are notified and update their detination lists, will self destruct if no destinations are available
If a vine is parked away from it's home tree and that tree is destroyed the vine will swing back to to it's home tree
Better vine visual rotation handling, use burst cloth for now
Added the ability to throw a vine - sends the vine to the target destination without mounting it
Vine will now continue to it's destination if the player dismounts it mid swing
Rough process for preventing multiple vines from overlapping when parked
Remove VineSpawnPoint tag, parent tree now stores a list of vine spawn points
sunkenknife 4k textures and material
Bugfix: don't leak WaterLevel's persistent allocations
Currently only allocating on Server, since no other code actively relies on this.
Tests: ran unit tests. Started Craggy in editor with leak detection - no leaks pointing to WaterLevel statics
adjusted sunken knife icon
updated prefabs
bee_ux_improvements -> main
Bow setup
- added 3p anims
- fixed issues with wrong rotation on exports (updated prop position during anims)
- holdtype override updates
- zero'd entity offsets, set to follow left prop
- removed weapon root from mask on w_bow anims
- tweaked 3p anims so fingers place correctly on string at rest and when aiming
Clean: remove dead batch method
Tests: compiles in SERVER+CLIENT
Clean: simplify GetWaterLevels code by using NativeArray.Expand
Tests: ran unit tests