130,549 Commits over 4,232 Days - 1.29cph!
    
    
    
        
        
        
            
            
            
                
                Update: expand PerfSerialWaterFactor &  PerfBatchWaterFactors with different pop counts
Covers various scenarios, from staging at 50pop to 10k for stress test. Also shows that we retain the 4x+ speedup across populations.
Tests: ran perf tests
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Clean: last ReadOnly added
Tests: unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clean: the ReadOnly crusade is almost over
Tests: unit tests
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Clean: moar ReadOnly
Tests: ran unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from snakes/mfju (merging from jungle update fix branch)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix lua_topointer
Minor cleanups
color_correction works with fog_volume
Brings over Master/Simulate clientside spawnflags
Upgraded colorcorrectionui to CS:GO's version with ability to load saved presets, also fixed preview not working
Fixed GM:NeedsDepthPass causing NPCs to not render
Also fixed it rendering ropes twice.
Apparently the engine removes m_pRenderable from NPC entities for some reason?
Remove DOFModeHack from pp_bokeh
Rollermine becomes TWOPASS when open instead of translucent
This makes it render better with SSAO pass (such as bokeh DOF)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix a missed line when manually merging Modifier.cs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clean: a lil more ReadOnly
Tests: unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clean: more ReadOnly usage
Tests: ran unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                water desal tanks update LOD0 and texture pass.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Optim: GetWaterFactors is converted to indirect style throughout
- Added an edge case to all tests to validate correct bounds operation(spotted a bug I recently added)
This is last optim I'll be pursuing - 10k points test now runs at ~6ms compared to 28ms serial mode. Next up is to add a couple more benchmarks and go through todo cleanup.
Tests: ran unit tests and played back staging demo twice
 
                
                
                
                
                
             
         
        
            
            
            
                
                Some stop distance thresholding
 
                
                
                
                
                
             
         
        
            
            
            
                
                add file prefix and ray setback settings, ui cleanup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Got the boomerang doing a little curve a few seconds after throwing
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Added more working weapons to v4 loadout + ammo
 
                
                
                
                
                
             
         
        
            
            
            
                
                updated slight model offset in rock entity
 
                
                
                
                
                
             
         
        
            
            
            
                
                Hopefully fix shader compilation on Metal due to missing support for geometry shaders. I can't test it, because literally every other platform supports geometry shaders.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Kill the boomerang properly on hit
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed editor-only memory leak when assemblies/domain are reloaded and scriptable objects aren't destroyed (but the native memory falls out underneath)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Boomerang rotation now based on its speed
 
                
                
                
                
                
             
         
        
            
            
            
                
                fix indices > 16 bits, allow null materials (omits submesh)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: Propagating indices to GetWaterLevels
- Updated TestWaterLevelsConsistency to validate various permutations
Tests: unit tests
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Get proper hit material from ray
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fully swapped boomerang over to server projectile.
Restored most of the old functionality.
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from premium_servers
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: converting GetWaterLevels to indirect form
- Like previous CL, operates on an internal forward dummy range
- sprinkled ReadOnly accessors in prep for clean up
Time to start bridging the indices across the calls.
Tests: unit tests
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Balance multiswarm damage
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update hit animation frame range to remove double swing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: converting GetWaterInfos to indirect form
- Not propagating indirection params yet - running on dummy forward range
- Sprinkled ReadOnly usage in prep for cleanup
Tests: ran unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Working rebalance for single swarm attacks
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Ensured time since spawned swarm is set on init properly
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Update: make GetWaterFactors internal NativeArrays persistent
Tests: unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed another bug with master swarm spawning multiple at once (this time in general and not in editor)