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137,400 Commits over 4,352 Days - 1.32cph!

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Proper throw setup with eye position validation and racyast before throwing
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merge from premium_servers
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subtracting disable_premium
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gantry kit
1 Year Ago
Change 4883 texture metadata for streaming
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TextureOptimizationTools: Add function that changes only textures that should be streamable but aren't
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Various fixes to the texture optimisation tools
1 Year Ago
Polish on big zigg. Continued work on lil zigg. Increased moss tiling on exterior pipes.
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Made the environment volumes use their own stencil buffer so they don't interfere with deferred rendering or any other effects that use a stencil buffer
1 Year Ago
merge from main
1 Year Ago
Increase static bite hitbox
1 Year Ago
Revert previous change and add flag to be consitent with previous code, and potentially easier to debug
1 Year Ago
updated scientist outbreak sprayer anims
1 Year Ago
Update croc and tiger dragging
1 Year Ago
Missing part of previous commit
1 Year Ago
Prevents multiple systems overriding each other changes when modifying the corpse spring joint
1 Year Ago
default dart v_ model material and textures
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also bake spec/gloss map
1 Year Ago
Paging implementation, other perf improvements
1 Year Ago
Only check if the environment volume transform has changed while in the editor and outside of play mode
1 Year Ago
Fix NRE when croc dragging serverside ragdoll
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Caching environment volume transformation matrix and bounds
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Fixed boomerang server methods running in the client (only in editor)
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main -> boomerang
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Combined volume properties into a Vector4 to reduce shader property set calls
1 Year Ago
updated rustplayer fbx with new prop positions re-exported working holdtypes after prop bone skeleton updates
1 Year Ago
normal map fixes, dilation fixes
1 Year Ago
- 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.
1 Year Ago
Iterate on croc behaviour, remove zigzag attack, re-add static attack
1 Year Ago
Changed convar
1 Year Ago
Changed the way bee analytics are called. Added an editor method to reset bee stats for testing
1 Year Ago
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
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merge from main
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Update: Pass NativeArrays to GetWaterFactors instead of Spans Tests: ran unit tests
1 Year Ago
clear prefab when switching input type, clear material list before switching mesh
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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
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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
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merge from wheel_collider_optim
1 Year Ago
shrunk jungle swamp water surface to avoid clipping