132,458 Commits over 4,262 Days - 1.29cph!
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
boatai_boxing_fix -> main
Implement IEquatable to bypass the ::Equals usage (when adding to a set)
quick_craft_improvements -> main
Dont downcast list type when passing as an argument
fix pooled list leak for physics tumbling entity
merge from loaded_ammo_type_indicators -> main
Fixed pool leak in ContainerCorpse::IsValidPointForEntity
Fixed menu slider being set to an integer value (now float)
Optim: TriggerParent.TickMode 1 - use cached water and ladder results in UsePlayerUpdateJobs 2 env
- codegen
This should allow us to skip ~30% of the overall runtime. Can be disabled via TriggerParent.UsePlayerV2Shortcuts 0 (defaults to 1)
Tests: none, will check tomorrow once brain is fresh
Menu scene changes (missed file)
New change: prevent the quick craft menu from updating if you are pressing buttons, it's subtle but this stops a spam click making the button dissapear before you are ready - makes it a bit easier to see what's going on
- Fixed the favouriting button not working (include it in the hash calculations)
- Adjusted menu setting
Optim: TriggerParent.TickMode 1 - avoid unnecessary entity lookups in RunClippingChecks
Microoptim, but why not
Tests: none, trivial change
Optim: TriggerParent.TickMode 1 - skip RunClippingChecks for entities that failed RunCheckForObjUnderFeet
Tests: none, trivial change
Ruins B crate spawn fixes.