255,752 Commits over 3,990 Days - 2.67cph!
Prefabbed some missed sections of walkway. Replaced meshes in zigg scene with prefabs. Updated asset gym.
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Tweaks to CookingTable lighting to stop bleed onto the top shelf where food being cooked is now shown.
reset weather update sequences when enabling clouds
LOD0 and prefabs setup condenser tanks smalls
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HBHF sensor optimisations:
Reduced the trigger radius to 11m, closer to the sensor max range (10m)
Disable the detectiong trigger when the sensor is not powered
Set the exclude layers
exported some tiger animations with wibbley wobbley tail physics
Chicken reaction animation update
merge from buildingprivilege_cache_fix
Fixed entity building privilege cache reading as false negative, fixes shelter giving 0 building privilege
fix terrain paint layer shader error
optimise_fogoverlay -> crafting_update
Added profiling to the fog overlay
Optimise UIFogOverlay. Now only looks at nearby active smoke grenades (using a spatial grid).
It used to loop through every active smoke grenade on the map.
Optim: Allocate scratch buffer on the stack instead of thread local mem
Perf tests showed same performance, so we can save on the global allocation
Tests: ran editor on craggy
Added World Model FBX and Material for the Wheat, Rose, Orchid and Sunflower Seed World Models
Fix armour slot issue when reskinning certain items, which only showed up after item ownership merge (my bug - worked before the merge by luck)
Bees now die in the smoke of a smoke grenade
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Bee grenade base crafting pass
Prefabbed concrete walkway kit. Added custom COL. Added to Asset Gym
Fixed bee grenade viewmodel scale
Optim: avoid scratch buffer round trip
After checking internals, GUID serialization is also alloc-free, so routing through that.
Tests: profiled in editor
CreateGameModal DropDown has a bound value
Can pass GameSettings to MenuUtility.OpenGame
Use value edits instead of binds
Optim: eliminate float/double related allocs in EventRecordField.Serialize
Need to run a couple additional experiments(stackalloc, tagged union), but this part is basically done.
Tests: ran in editor, observed in profiler that no more allocs are happening in Serialize for small records
- Setup open/close sounds for deployed hive
- Change deployment sound to boxes
merge from crafting_update
Fixed glowing billboards on trumpet trees
Tweaked LOD distances on bromeliads
Adjusted jungle densities
Move shot tracers to separate event, only do those for ranged attacks not melee or projectiles etc
Give IWeaponEvents more eventy names
Jungle ground plants progress / ferns and optimization
Force network update when heat source changes
Setup standalone impact effect for natural hives. Swapped to dirt sounds as a stand in
heliconia billboards, prefabs, spawn prefabs
updated pie icons with lewis's new ones and added the unsued ones too
Mostly happy with public interface now
tiger attack ledge anim exported after vertical movement edits
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merge from crafting_update