119,997 Commits over 4,018 Days - 1.24cph!
Convar to disable vine drawing
Route vine length through protobufs instead (much better results)
More distance calculation bugs
tweaked gib colliison to be smaller to allow gibs to collapse more easily
Fix bug causing vines to be incorrect lengths acording to distance
balanced specular boost on rustige eggs across the board
remade and rebuilt gibs for Wooden Double Doors, Armored Double Doors and Factory Door
merge from largefurnaceoptimize
merge from crossbow_arrow_fix_2
merge from premium_network_error_fix
Add water depth check to ValidatePosition when re-positioning. Allow shallow water but nothing more.
Fix delayed triggers after repositioning.
Bunch of refactoring.
Fix double strikes.
Reduce reposition delay.
Setup LOD on vine line renderer
Applied same fix to double wood door, double armored door and factory door (not working atm)
Fixed doors and garage door gibs not being skinned
Merge from hackweek_reduce_copies_2
Update protobuf code generator (added back ReadUInt64 overload for array/span)
Fix crocodile briefly sinking to waterbed just before exiting water, instead of smoothly transitioning from surface to land
Updated kapok mesh and prefab
Added swinging vine texture
Created a viewmodel vine mesh
merge from io_networkcache
Merge from jungle_update (animal eyes shining in the dark)
Update wolf night eyes effect
Re-enabled network cache on RF and RC entities, not needed anymore
Enable croc eyes shining in the dark
Fix tiger and panther eyes not shining at night (eyes parented to wrong bone), previous commit didn't go through
Fix tiger and panther eyes not shining at night (eyes parented to wrong bone)
Face towards player when re-appearing
Optim: use Burst to generate commands in GamePhysics.OverlapSpheres
- It used to be there, but lost it during refactor
Tests: unit tests
Clean: minor changes to GamePhysics
- Renamed batch methods to be plural
- Split GamePhysics.CheckSphere<T> to separate OverlapSpheres
- added profiling scopes
Tests: unit tests
Fixed vine renderers not spawning on proc gen
merge from high_walls_skins
Added a fallback error for ShowBlockedByEntityToast, used when GetBlockedByErrorFromEntity returns nothing
Obscure vision overlay improvements
Update: move RemoveTerrainMask to GamePhysics
Tests: unit tests
Update: move GenerateCheckCapsuleQueries to GamePhyics and utilize
Tests: ran unit tests
Update: split GamePhysics.CheckCapsule<T>
- forbid CheckCapsule(batch) from returning ColliderHits - this is to better represent relationship to non-batched CheckCapsule
Tests: unit tests
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Move the npc radius check after the filter radius check in the spawning flow, as it's cheaper if we early out at the filter stage
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