159,937 Commits over 4,566 Days - 1.46cph!
Merge: from unity_6000.3.26f1
- Update: upgraded unity engine to 6000.3.26f1
Tests: opened project, used standalone client to connect to standalone server with procgen map
Merge: from pool_leak_tracking
- Update: pool.debug_mem_start/_stop to help track down leaks/spills
Tests: ran unit tests
Update(tests): add unit tests for debug_mem_start/stop
- also fixed invalid counter tracking for double-free cases
Tests: ran unit tests
first pass on reactive BirdFlocks
- fly around in swarms with code similar to crabs and jellyfish
- avoid obstacles and players
- boid movement patterns
- slightly more realistic flapping, with less flapping when angling down and more when climbing
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fix for fire anim freezing
Added new sounds to both seagull and crow flocks
Reduced the cascade fade to prevent hash shadow cut-off when aiming or changing FOV
Update: add pool.debug_mem_start/_stop to help track down leaks/spills
Tests: booted to craggy, tried tracking List`1[System.Single
Add support for the right-side icons on the map screen.
Pressing dpad left/right shifts focus.
Added glyphs.
Added missing tooltips for some of the existing icons so they show correctly when navigating.
Misc fixes
Merge from render_pipeline_testing
Cherry Pick (168771) - Floating point issue with aniso highlights
Merge from mixingcooking_ui
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Updated M1 Garand blockout to match real world dimensions
merge from ramp_deploy_fix
Fixed triangle foundation deployable on top of brutalist ramps
Added FN FAL mesh blockout
Added M1 Garand blockout mesh
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merge from viewmodel_skinning_update
- Cleanup
- Fixes stopping treating base player npcs like humans
- Add player support
- Add two seperate controls: one to decide off/on without globals/on with globals, another to control how much players are included in the lods: off/on only at far distances/on
Hemp colourblind variants.
merge from stoneframe_colliders_fix
merge from skinviewer_bg_fix
merge from ramp_deploy_fix
merge from buildingblock_overhangs_fix
merge from parentedwires_fix
Fixed ramps being blocked by a ramp up to 3m above them, even through a floor
Before: https://files.facepunch.com/Flavien/HBY2KuTgRqaGSCaS.png
After: https://files.facepunch.com/Flavien/Zn3TXA05xInRni5i.png
Ensure global map markers skip the LOD system
merge from skull_trophy_fixes
Fix all four skull trophy variants looking the same
Fix skull trophies never updating their visuals (whether a skull is inside or not, and nighttime visuals)
Improve colliders across all variants since they are different sizes, add glass phys material to the jar variants
Support for LODs on global networked entities - map them to a large size grid based on position and evaluate LOD level from there
Setting to ignore network LODs
merge from viewmodel_skinning_update
All floor frame and triangle floor frame skins of the same grade now share the same collider
Added editor test checking that all frames skins of the same grade share the same collider
Fixed being able to codelock the carvable pumpkin
All stone frames now use the same mesh collider
Fixes triangle roofs being blocked by stone frames depending on their orientation
https://files.facepunch.com/Flavien/frame.png
Clean: remove editor-only extra memory estimator for pooled containers (memory_overhead_tracking_enabled)
- codegen
I haven't used it in 1+ years since adding it, so no need for extra complexity
Tests: editor compiles
Fix graveyard fence col import settings
scrap king;
- gib tweaks
- prefabs updated
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