110,916 Commits over 3,928 Days - 1.18cph!
Optim: reimplementing List.Compare extension via hash->sort approach
- Only implemented for ref types for now, but can be extended to value-types as well
- Has a limitation of requiring no duiplicates in queries lists
- Dependent on the hash quality - we have a slow, quadratic path when a hash collision occurs
- Measured performance - largest case (2048, 512) is an order faster than previous impl (0.75ms vs 12.5ms)
Goal was to reduce the number of hash lookups from the original algorithm and to reduce it's quadratic nature.
Tests: Ran the unit tests - all pass
Update: rewrote ListExtension test to soon-to-chan
- Also added a perf test
- Measured initial implementation's timings - (2048,512) takes 12.5ms on average
I've been working on an optimization that requires me to use ref-types rather than value-types
Tests: run the test in editor, all cases pass
fixed backwards WriteOnly/ReadOnly attributes on job and changed bad naming that caused it
Remove redundant allies vislog
Use convars directly in debug aiarena script when ppossible instead of running commands
Add vislog to confirm that fallback roam EQS works correctly
Combining back wheel of ballista base
merge from fix_swamp_water_reflection
prepatch phases, codegen and manifest
Fixed asset labels on all new shields, manifest
Only apply auto turret behaviour when actively bocking with the shield
Some protection value changes
If an auto turret is aiming at a person using a shield, adjust the targeting to shoot at the shield
Adjusted improvised shield collider
Update attack loops on reinforced shield
Delete animator controllers for wooden, reinforced and improvised shields
There are overrides setup for each shield viewmodel variant, we should be using those
Both head look system working in tandem: one for direction and one for point of interests (players, food, ...)
Horse proper headlook setup, disabled old headlook
Horse mountable blend tree tweaks
Adjust TOD scattering direction clamp to avoid normalising zero vector (stop NaNs)
Major wip:
- Set up fractional reload
- Setup fast reload values (purely wip and testing)
- Setup Mini Crossbow script (sets shots left value)
- Use shots left to blend anims
Shortened the transition between melee_atk_loop and melee_atk_end to fix the slight hold when going straight to block
Don't allow the shield to block while the held weapon is playing it's deploy animation
updated triangle planter, fleshed out prefabs and now as a deployable
scripts may need checking over
Merge from scrap_exchange_dynamic_pricing
Fixed the out of stock calculation not taking into account the new scrap multiplier
Fix disabled audio source warning when reconnecting in range of an active car radio
Ballista
- player anims for up/down
- added player anims to animator, set up blendtree with up/down animing to use up param
- tweaked start position of lever on ballista anims
- tweaked eye position & hand ik on entity
Merge from simple_upgrade
Can't upgrade after recent damage
Fixed missing animator param warning when reloading the ballista
Prevent temp ragdoll player instigated dismounts
triangle planter progress
LODs, Collison and Gibs
initial prefab setup - some extra work will revist tonight
Reviewed horses interaction priority, so you don't accidentally hit examine while trying to mount your horse
Changed the car radio item inventory move sfx to a more suitable light metal sound rather than the heavy clunky car module sound
implemented ballista base rig
re-exported ballista weapon anims after rig update