134,013 Commits over 4,262 Days - 1.31cph!
hooked up new store icons and square images on xmas wallpaper sitems and tested
Tests: add TestTraceRealmRays unit test
Shows that there's a bug with TraceRealmRays - will submit next
Tests: ran unit tests
Merge from steering_wheel_lock_model
Optim: Use burst to generate sort jobs
Despite replacing previous optim, saves us another 0.1ms on top of it (4.25ms -> 4.15ms avg for 2k rays). Left a comment that we need alloc-free tasks to optim further(scheduling sort jobs is expensive, but thread safe).
Tests: ran unit tests
Add code lock model to steering wheel. Hook up lights to steering wheel locked state.
Optim: manually kick off sort jobs to worker threads when enough is accumulated
On a 2k TestTraceRays gives us 0.15ms (4.25ms -> 4.4ms). Building jobs using burst might be faster though, gonna try that next.
Tests: ran unit tests
Bugfix: ensure we free counts array only after all sorting jobs are done
Tests: ran unit tests (though they didn't catch it before)
updated parenting volume mesh of ghost ships
added individual volumes in select locations on top of buoys and cranes
Reduce max velocity calculation intervals
Tests: reduce ray count for Perf.TestTraceRay/-s to 2k
8k is too much, hangs serial rays. 2k is already very bad (3.4s avg per run for serial, 7.1ms for batched)
Tests: reran tests
Improved the custom asserts to log the expected and actual value when failing
Added some memory cell tests
Tests: Add TraceRay/-s perf tests
The numbers of serial vs batched are a bit too crazy(128 rays: 7.5ms vs 0.3ms; 1024: 716ms vs 2.2ms), but looks like managed sort is too costly. Need to investigate the 8k batched hang(5min+ )
Tests: ran the perf tests
initial reduction: 16->8 metal, 14->13 wood
Fixed a space station triangle roof conditional being toptier prefab
Fix another Big Wheel NRE that could happen when the deep sea wipes
Anchors can now be deployed over low walls, barriers, cannon walls and window frames
Added GetMaterialAtPosition to MeshTerrainRoot, hooked up to evaluate when a position is in the deep sea
This solves footstep sounds and impact fx on the deep sea islands not working as expected
Had to emulate the SetupSplatLookup process from TerrainSplatMap
This will be skipped on the server as MeshTerrainRoot is an IClientComponent, which I believe should be fine since we largely use this for fx
S2P all islands
Fix render bounds flooring
Fix corner LOD edge detection
LODs are now seamless
Fixed GroundWatch not working on small ramps
Merge from main
Merged PlayerModel.IK.cs and party_hat.prefab automatically
Decreasse Scientist RHIB AI HP by 40%
main -> scientist_boat_ai
autoturret_improvements -> main
quick_craft_improvements -> main
I left a bunch of logs again
Fixed turrets not following proper aim direction if it doest have a target (on the server code), so its ready to auto snap when we swap back to the server auth side
- Compile fix
Dirty aim direction angle changed from 0.03 (it basically never ran) to 1
- Instantly reduced turret snapshots when aiming to a target
- Lerped on the client anyway so it doesnt make too much of a difference apart from reducing packets
Removed deep sea portal avoidance code in cargo egressing logic, not needed
Patrol heli uses GetRandomPointOffshore to randomise its start position, avoids the deep sea
Patrol heli cant target players in the deep sea
Fixed TerrainMeta.GetRandomPointOffshore not avoiding the deep sea and deep sea portal as expected
Fixed deep sea stuck in busy state if server restarted when its closing or opening
Bypass placing in rock check for square & triangle foundation
- allows the foundations to clip into the "ground" even if it's a rock, the same way they can clip into the terrain normally
- should be safe because placing foundations alone into rocks doesn't do anything useful & there should be additional checks if the foundation is completely in the rock
Add support for certain prefabs to bypass TestPlacingThroughRock()
Add a big cliff to CraggyIsland as all the old ones got nuked during the world update
- put below the power lines so it's not floating anymore & gives us a place to test the bug
updated clip meta for 3p sitting in boat anims
updated rowboat Ik target
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Fix stackable skinnable items not being having the skin applied to the world model when the item stack is split
- fixes grenade skins often not showing on the world model
updated feet and hand ik tragets on snowmobiles