132,478 Commits over 4,262 Days - 1.30cph!
added new sounds for salvaged axe admire action
new sounds added and implemented for the salvaged icepick
merge from standardized_health_display_conditions -> main
merge from shield_stats_display_workbench -> main
merge from flameturret_optims
merge from flameturret_optims/tests
quick_craft_improvements -> main
- Made both convars 'Saved'
- Enusre memu points to the right one
- Codegen
Minor change to the new RemovePlayer method in BuildingPrivlidge
merge from flameturret_optims/tests
main -> quick_craft_improvements
Pass over all the boat blocks themselves
Reset scaled colliders, resolve duplicate bone names, add model components as needed, ran manifest
Fixes more offset / scaled / missing impact effects and stringpool warnings
First pass textures and LOD0 of scrap component box (still WIP)
Optim: TraceRaysUnordered - optimize collider validation using burst jobs
- added UtilityJobs.FlipBoolJob and ScatterToJob<T>
This brings costs down across the board:
* 128 rays - 0.37ms -> 0.25ms, 33% improvement (serial was 0.49ms, 49%)
* 1k rays - 2.59ms -> 1ms, 61% (serial was 4.33ms, 77%)
* 8k rays - 18.9ms -> 6.26ms, 67% (serial was 34.79ms, 82%)
Tests: unit tests
added slope collision on security barge
Added some flame turret tests
Remove the anti vehicle damage protection from BlockPlayerBoatWood protection properties.
Merge from boat_repair_fixes
Use collider cleanup tool to reset scaled transforms on all windows, embrasures, window bars, ladder hatches
Should fix scaled impact effects and C4 getting stretched when stuck to their colliders
Merge repair costs from both block costs (hull/non-hull) so we don't get multiple entries in repair UI.
edited paintball gun 3p anims and vm reload anim edit
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Optim: TraceRaysUnordered - run water traces in parallel to raycasts
Not the best impl, but shows improvement for smaller ray counts (where we're not dominated by Verify):
* TraceRaysUnordered - 128rays: 0.44ms -> 0.37ms, 1k+ rays same
* TraceRays - 128rays: 0.56ms -> 0.50ms, 1k+ rays same
Can apply the same to sphere casts as well.
Tests: unit tests
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Fixed some pool leaks in DeepSeaManager, ItemModProjectileRagdoll and ScentEmission
Fixed delay when first opening a ramp after entering network range if that ramp was in it's closed state
Improved the island appearance on the map, just gradient from sand to grass based on terrain height
Better than greyscale, not quite as good as the mainland
Possible fix for all boat blocks showing splash fx in builds (should only show when their edge is unobstructed and in the water)
- Improved steering all around
- Removed the jiggle
- Increased far point distance
- Allowed 0 movement to be a valid case for the context direction
- Gas pedal forces 0 with a 0 movement direction
Scientist Boats: Add hysteresis to the gas pedal. Boats will only reverse provided the dot direction is high enough and the flip gate is open
food box - updated prefab, updated material
food box - added gibs, added transmission
Fixed GrowableGenetics and UpdateResourcePings pool leaks
Fixed boogie board LOD not marked as dynamic
Fixed every impact fx in the deep sea being sand