138,229 Commits over 4,324 Days - 1.33cph!
- Cleanup datacentre regions
- Rename some of them to make them more clear
Added a boat magnet to the static version of the boat building station that pulls in and aligns any player boats within 50m
Effect is more pronounced the closer you are to the centre of the station so you can pass by them without being affected but if you stop anywhere near the buoys you'll get pulled in
merge from naval_update/io_boats
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Fix NRE in deep sea manager if no ghost ships are available
Fixed water position of static station
Added a static boat building station to each tropical island
Fix static boat stations starting in open state
merge from store_fixes_feb
Fixed store cart item width
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Remove deepsea.boat_drift convar, we don't want boat drift in the deep sea (it was false by default)
The deep sea entrance portal position now changes after every deep sea wipe
It’s random, never the same twice in a row
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Change the network group layers to use terrain height as a basis instead of planes along the Y axis
Fix potential crash issue with rope rendering
Remove the while loop from DModelPanel render
* Added surface.GetScissorRect (Faster than surface.GetPanelPaintState) - returns enabled, left, top, right, bottom
Merged Pull Requests
* weapon_fists sets damage position
* Make closedcaptions fonts anti aliased
Fix missing font CloseCaption_Small
Implement vendor specific shadow depth format test for Intel
Allow solid triggers to touch triggers
* Allows loose weapons and ammo entities touch remove/teleport triggers, etc.
Unhide r_particle_timescale
Refactor of box auth checking to interface with implementation in TCs and boat auth
boxes now register with boats auth for show checks WIP
Optim: replicate TraceRays optims to TraceSpheres/-Unordered
TraceSpheres now scales better and earlier than it's serial counterpart:
* TraceSphereUnordered vs TraceSpheresUnordered: 128 - 0.57ms vs 0.3ms; 1024 - 5.1ms vs 1.38ms; 8196 - 43ms vs 9.9ms
* TraceSphere vs TraceSpheres: 128 - 0.64ms vs 0.44ms; 1024 - 5.6ms vs 2.2ms; 2048 - 11ms vs 4ms
Tests: unit tests
Deployable test checking that if placeable on boats, all collider names are in StringPool
Finds 10 cases to fix
Bugfix: veeeeery rare out of bounds access when Unity returns invalid hit
Tests: none, don't have a unit test for that
Update: GamePhysics.TraceSpheres - add ignore entity support
Tests: ran unit tests
Update(tests): add TraceSpheres and TraceSpheresUnordered unit tests
- get rid of old TestSpheres test, didn't spawn base entities
Tests: ran new unit tests, some are failing as expected
editor_map_creator -> main
- New UI
- Fix bugs with snapping scroll views on enable/disable
- Remove fold outs for now
- New custom procedural map scene
- Button to force the map creator to take you to the scene
- Labelled a bunch of map components in procedural map
merge from searchlight_worlddirection_fix
Fix searchlight not working correctly on boats
merge from main -> apartment_complex_monument
removed PSD's and saved as TGA, rescaled any 4k textures to 2k, set anything trillinear to billinear
merge from fix_duplicate_ocean_sim_data -> main
Update: expanded GamePhysics.Perf tests with spheres (batched and serial)
- Fixed a perf bug of TestTraceRay causing it to do too much sorting
- Further refactored & generalized code
At 128 spheres, batched and serial seem to cost the same - going to continue moving ray optims across after I add unit tests
Tests: ran perf tests, numbers within expectation
fix boxes not updating on clear authing
Clean: more refactoring of unit tests in Test.GamePhysics
Tests: ran perf tests
Fix trails following cannonballs during reloads and when moving the cannon around.
Fix "navmesh ready" log spam
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Clean: take out perf test measuring code into helper Utils class
Tests: ran unit tests
merge from store_fixes_feb
Fixed NRE when opening the steam inventory bag crafting modal
Added currency font to the bundles
merge from naval_update/io_boats