121,129 Commits over 4,018 Days - 1.26cph!
Custom tonemapping test WIP.
More sky and atmosphere fuckery.
beat chest gesture sounds
tiger sound class and falloff distance tweaks
quieter tree climbing sounds
merge from missingscripts_tool
Jungle ak
- added camera animations for deploy and reload
- updated animator
- updates to worldmodel prefab
Fixed The referenced script (Unknown) on this Behaviour is missing! when calling Resources.LoadAll
vine_demo_scrubbing_fix -> main
Fixed Vine Mountables not moving to the correct position when skipping in the demo timeline.
This was difficult to track down but appeared to be due to the client network interpolation and how it acts in demos.
Fixed 'The referenced script on this Behaviour (Game Object 'effect - FXAA') is missing!' hopefully
Merge from jungle_update (fix croc being kite-able around twig foundations)
Fix croc failing to destroy twig foundation if player is not standing on it, but standing closely next to it within the navmesh carving volume
Deleted cctv scene, was the only one with a TestRidableHorse prefab
Added a tool to scan all scenes for missing scripts Tools > Find > Missing Scripts > In All Scenes
added recycler to ziggurat
added jungle crate with blowpipe to ziggurat
blowpipe dart balance
Merge: from profiling_improvements
- New: experimental perfsnapshot_stream [Name, MainCap(MB), WorkerCap(MB), Debug] server command that streams perf data into a user-defined buffer. Limited to 256MB per thread. Stable up to 32MB, past that might fail to export.
- New: profile.quiet persistent server-var - controls whether perfsnapshot commands notify chat of incoming stutters
- Bugfix: fix snapshots failing to export in standalone(introduced yesterday to staging)
Tests: build tests, unit tests, taking snapshots in editor, and snapshots in standalone server build
Update: updated binaries after merge of task branch
Tests: snapshot in editor on craggy
Bugfix: ProfileExport.JSON - correctly identify frame start when there's 0 or 1 callstack depth at the start of recording
This is a standalone-specific issue
Tests: built standalone, did a perfsnapshot there
Merge from jungle_update (fix tiger getting stuck in flee state)
Fix tigers getting stuck in flee state
Improve ai speed logs
fix dimmed directional lighting in icon render scene (should also be fixed in all other places where this happens)
merge from jungle_update/hunter_vision
Null checks in HunterVisionManager, just in case
jungle ak - deleted old aztec folder and blockout mesh
Generate trails when the buff starts, disabled position sampling on animals when the client doesnt have the hunter vision boost active
Changed how ScentEmission knows when the buff started/stopped
Added ScentEmission to all animal corpses
Industrial bucket and mop LOD0 setup
Merge: from main
Tests: none, no conflicts
Added a partial fix to the rendering and exporting of icons. They're almost fixed but they appear slightly dimmer than release.
Bugfix: ServerProfiler - ensure worker threads that get created initialize with the right fixed buffer size
- built from 76319c30 commit
Previously they wouild initialize with the default 16KB.
Tests: perfsnapshot_stream in editor on craggy with varying main thread buffer sizes
Scent emission can be transferred to corpse, so the trail doesn't disappear when the animal dies
Logic fixes
Update: profile.quiet persistent server command to control whether perfsnapshot commands should post chat messages
Tests: ran perfsnapshot_stream with quiet set to true - no chat messages
First pass view model camera animations for all melee weapons
merge from main -> building_los_fix
Update: perfsnapshot_stream [Name, MainThreadBuffer, WorkerThreadBuffer, Debug] server command
- Fixed string buffer over-allocating (need to replace it with a memory stream)
- Fixed frame index wrapping due to now being able to larger than byte.MaxValue
- Fixed invalid final mark reconstruction that would lead to 180d+ slices
Allows streaming of up to 128MB of performance data before generating a snapshot. Seems to be stable up to 64MB, but afterwards it's a bit of a dice-roll. Haven't caught where it's failing yet.
Tests: perf snapshot in editor on craggy.
Restrict texture streaming debug ConVars to development builds only.
Reimport mangled cocoknightarmor_arms.icon.png.meta as text (was binary)
Merge from rust_companion_boot_fixes
Make Rust+ companion server boot more robust (fix NRE getting public IP, better handling with gamemodes)
added thickness to jungle skin wall.window frame in bid to rid wallpaper of zfight
m_boat greybox parts and folders prep
Removed broken stair piece from Zigg entrance that was causing collision issues,
Merge from jungle_update (tiger leap NRE)
Fixed blurry tiger clawmarks.
Fix NRE when tiger jumps to unreachable target
Fix tiger floating after leap
Better fsm logging on recursion and state enter/exit
Have tiger flee permanently if the player dodges the leap