141,083 Commits over 4,505 Days - 1.30cph!
Merge: from mt_snapshot_saving
- Bugfix for HittableByTrain components not saving in Jobs 4 mode
Tests: spawned a tall wooden barricade with Jobs 4 enabled
first pass on critter animals general setup
starting with the frog 🐸
Bugfix: cache owner entity of HittableByTrains on init
Avoids lookups while running SaveComponent
Tests: spawned a wooden double barricade with jobs 4 enabled
Glass AR - fix for borked base color texture breaking ammo alpha clip
Removed lingering generator on hills_cliffs_small\rock_formation_small_d, added terrain footprint for v3_rock_formations_small\rock_formation_small_d
Terrain footprint for both variants of rock_formation_small_c
Terrain footprint for both variants of rock_formation_small_b
Terrain footprint for both variants of rock_formation_small_a
Merge: from async_serveroccl_gen
- Optim: 4.5k server occlusion grid now generates in 22s, down from 45s
Tests: unit and perf tests, 2p on craggy to validate server occlusion, visualized 4.5k map occl grid results
- Experiment with rendering the icons live, so if i change race then or skin colour then in the face tab it will show the correct race/skin color.
- Fix various bugs with the preview player model
- Remove the dodgy debug text
- Tabs auto match the sub category labels
- More tooling for taking/adjusting icon shots
Clean: extract GetBatchSize and WaitForTasks into ThreadingUtils
Tests: ran compile simulator
Fix corrupt hazmat suit item prefab
Merge from setflag_remove
Remove obsolete SetFlag and replace existing usages with the disposable pattern
exported edited flashlight refresh 3p anims and new vm admire anim
Update(editor): add heightmap sample and isInside visualization to server occlusion editor debug
Spent too long chasing non-existent domain reload ghosts
Tests: visualized occlusion of EU East 1. tested occlusion gen on craggy with 2p
updated Seaturtle model with LODs.
Fix crashing when switching cameras, + error spam.
Glass AR - texture and material update, more tint adjustments
Fix scientist path success check being wrong (or instead of and)
added Satellite.static.entity
Fixed long names on the market terminal rendering over the sides
Setup the viewmodel drop animation that's been unused for years on various grenades
merge from vehicle_pooling
merge from Sculpture_SmartAlarm
Reapplied sculpture radial wheel text fix, and a typo in the smart alarm text
Added seaturtle mesh and textures, set up material.
Slightly decreased size of fireplace.deployed's deploy volume to fix bug where you couldn't place the fireplace under an existing floor
merge from kriegchainsword_rack_fix
merge from Missing_clothing_worldmodels
removed gibbable from hv arrow, poison arrow, wood arrow and spear gun spear as they weren't used + causing an error for automated testing
merge from automated_testing
New automated test checking meshes used by monument blockers stage colliders are readable and don't import a material (will be stripped from server builds)
Fix the 4 found issues
Remove the short "hold left stick button" delay before toggling run, feels much better instant.
dedicated world model for chainsaw
reduced highlight draw from 3->1 and model highlight was actually broken
Bugfix: avoid out of bounds access in FindComponent<T>
- also add editor ifdef guards for editor attribute
Results array can be oversized, since we reuse it
Tests: ran unit tests - pass
inlined the work of some jobs to stress the job system less, takes another 5s off the time
- water evap/accumulate inlined
- slope calculation inlined
merge from Livestock_animals
reworked largest erosion job to use an inlined SoA view
- reinterpret float array as a float4 in the loop, this lets you to get fully laned SIMD auto-vectorization without needing intrinsics
original 47s erosion down to 29s with matching results