128,958 Commits over 4,232 Days - 1.27cph!
    
    
    
        
        
            
            
            
                
                adjusted sunken knife icon 
updated prefabs
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                bee_ux_improvements -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bow setup
- added 3p anims
- fixed issues with wrong rotation on exports (updated prop position during anims)
- holdtype override updates
- zero'd entity offsets, set to follow left prop
- removed weapon root from mask on w_bow anims
- tweaked 3p anims so fingers place correctly on string at rest and when aiming
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Clean: remove dead batch method
Tests: compiles in SERVER+CLIENT
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clean: simplify GetWaterLevels code by using NativeArray.Expand
Tests: ran unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: use persistent buffers inside GetWaterInfos
- Still have a TODO on managing their lifecycle
- imrpvoved NativeArray.Expand to allow skipping of copying and using uninitialized allocs (opt-in)
Very minor effect on timings, but allows us to avoid sync points in managed runtime, should we go towards these optims.
Tests: ran unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Jungle ground foliage / tweaked all spawn settings / optimized densities / added rest areas / optimized geometry 
Tweaked materials and colors
Tweaked ground color
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: replace WaterInfo resolving amnaged loop with a Burst job
1k sample point GetWaterInfos perf test runs in 1.9ms (previous was 2.45ms)
Tests: ran unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: use Burst jobs to process results from GetIgnore entity heads
Only one managed loop left
Tests: run uit tests (though I don't have a test case for entities partially within WaterVolume)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clean: replace a magic number with a named constant
Tests: unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: replace secondary query setup managed loop with a Burst job
Tests: unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                revert_project_file -> main
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Optim: recache water heights from WaterVolumes using a Burst job
- also fixes a bug with invalid indexing that I introduced earlier today
Tests: unit tests
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Bugfix: fix TestWaterInfosConsistency test using 0 sized bounds for WaterVolumes
Noticed a bug while converting internal logic to burst job that wasn't picked up by test
Tests: ran unit tests, now correctly detects an issue - will fix next.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                ▅▍▉█▊▅▋ ▉▆▌▉▆▌ ▌▅▄▍▉▌▅▊▉▍▌
 
                
                
                
                
                
             
         
        
            
            
            
                
                HV RL Explosion uses rocket-launcher-rocket-hv-explosion SFX.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: replace couple internal managed loops with Burst jobs
1k perf test for GetWaterInfos - 2.45ms (vs previous 3.9ms)
Tests: ran unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Files for deployment zone visualization.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: use GetIgnoreIndirect(vec3, float, ...)
Further simplifies code and reduces the number of temp NativeArrays we need
Tests: unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_spawnitem_ownership -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix item ownership not applying when using `spawnitem` command
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: Use GetIgnoreIndirect(vec3, vec3, ...) to further simplify code
As a bonus this avoids a bit of data repacking and NativeArray creation - there's more to come
Tests: ran unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from ownership_barrel_fix -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix item ownership not applying to items from barrels
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add a tip telling you what to do if you're attacked by bees
 
                
                
                
                
                
             
         
        
            
            
            
                
                Apply "Make All Streamable" to 8294 textures
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add option "Make All Streamable" to texture optimisation tools based on Diogo's filter functions
 
                
                
                
                
                
             
         
        
            
            
            
                
                Force texture mipmap streaming to be always on (experiment) and set the memory budget equal to available graphics memory.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: use WaterTestFromVolumesIndirect to simplify code
This could be a small optimization, since we have to move less data around, but not focusing on that - just trying to reduce complexity.
Tests: ran unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tests: TestWaterInfosConsistency now generates fake WaterVolumes
Need this since I'm starting to modify the "volumes" path as well.
Tests: ran the unit tests
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Rpg setup
- added 3p anims
- fixed issues with wrong rotation on exports (updated prop position during anims)
- holdtype override updates
- zero'd entity offsets, set to follow left prop
- removed weapon root from mask on w_launcher anims
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from ranking_change -> premium_servers
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix tracking accumulating error
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: replacing a bunch of GetWaterInfos internal BufferLists with NativeArrays
Preparing to replace more of managed logic with burst jobs
Tests: Ran unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                show hit notifications when your bee swarm damages someone
 
                
                
                
                
                
             
         
        
            
            
            
                
                impact_details_variety -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Improved blunt wood decal
 
                
                
                
                
                
             
         
        
            
            
            
                
                Promo item setup for linking a Discord account in game (need to fill in the item ID still!)