113,793 Commits over 3,959 Days - 1.20cph!
Less horizontal frustum shift on the torch holder fire vertical billboard.
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Fixed fire FX flickering off for a split second every few seconds in the Campfire, Furnaces and Fireplace. (Unity particle system change?)
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Merge from hotreload_serialiization_fix
Merge from hotreload_serialiization_fix
Merge from hotreload_serialiization_fix
Mark the fields as non-serialized instead, should break less stuff
Merge from hotreload_serialiization_fix
Merge from hotreload_serialiization_fix
Remove all serialized fields on the HotReloadSettingsObject, we don't use this in builds anyway
Should resolve the serialization error on server boot
- Properly clamp mapped entry
- Couple more safety checks
Restore siege weapons research costs
merge from batteringramdoor_nre_fix
merge from highwalls_recipe_fix
render actual shadow map for cloud on world shadows, better weather noise, decompress detail noise (artifacts are too noticeable with compression, need to look into further)
Fixed BatteringRam.MoveToNormalBreakForce server NRE
Duplicated and null ingredients ItemDefiniton tests
Fixed ice high wall double ingredients
merge from highwalls_recipe_fix
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Clean: removing unused WaterFactorForPlayer that didn't return WaterInfo
Tests: compiles in editor in SERVER+CLIENT mode
Bugfix: ensure we cache WaterInfo for players that use various vehicles
Some vehicles have custom logic to check how submerged the player is, and we would miss the water info taht was used to calculate it.
Tests: tested via DPV - submerged factor was 1 and waterinfo was valid (before it would report factor of 1, but invalid waterinfo).
Update: BaseMountable.WaterfactorForPlayer can now return WaterInfo
- allows further reusing of the same water info down the line
I actually need it to make sure all our player's cached values are correct - will fix in next submit.
Tests: none (as it's not in use in this CL)
Codegen/manifest to get bet branch working again
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Merge from fix_texture_streaming - let's see if Jenkins will pick up on this
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Clean: fixing profiling scope name
Tests: none, trivial change
Merge from /indirect_instancing to fix build
Fixed battering ram arm not hitting decor colliders
If no entity is hit, it now checks for decor colliders and considers them valid targets, triggering impact effects/animations etc
Toned down the collision damage
Update: FinalzieTickParallel now uses batched WaterFactors query
- had to add more fork-join-style code to deal with batching
This allows us to sample water information for all relevant players as a burst job (and there's further untapped potential). Next up is trying to batch and jobify physics checks.
Tests: played in a solo session with parallel processing enabled - running, driving, swimming worked normal. Played back all of my server demos with analysis enabled - no new violations detected.
Prevent tigers from being too easily stunlocked by fast firing weapons
Bugfix: use the right allocator for a waterlevels batch
- This revealed that we have an Application.isPlaying check that prevented this from being detected via unit tests
Tests: ran unit tests (but they're useless in this case), ran all demos that use the new code(yet to submit) - no more exceptions
Merge from .../fix_texture_streaming
Experiment: Set streaming mipmaps memory budget as a percentage of available VRAM, rather than calculate it based on texture load.
properly force resetting player entity rotation and view angles for remote players when dismounting
Beehive now stings you if you take honeycomb
exported tiger vm kill and run hit additive anims
Continued work on zigg exterior. Desaturated couple of test textures slightly. Minor set dressing.
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