120,732 Commits over 4,018 Days - 1.25cph!
Bugfix: fixing native allocation leaks in tests
Tests: ran the tests with leak detections enabled
Apply the same recent rug deployment improvements to the bear rug
Update: GamePhysics.CheckCapsule<T>(batch) internalized layermask handling
There's room for optims, but not going to pursue them for now - will test later how the perf deteriorates with the new APIs.
Tests: ran relevant unit tests
leap attack animator setup
Added final COL and LODs for big zigg
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jungle zigg tank large - tweaked materials to better mesh with the surrounding environment, added a decal for moss on top. Arranged folder structure
Hide condition bar on bag, bed and towel items (they can only be full HP, or broken in softcore)
Merge from turret_scaling
Merge from env_volume_performance_testing
Fix for sfx movement colliders on piper nigrum radial pieces
merge from toolgun_corpserepair_fix
Fixed garrys mod toolgun not being able to repair deployable corpses
Update: GamePhysics.CheckSphere(batch) now able to handle mask validation internally
- Renamed GamePhysics.IgnoreCollision to MasksToValidate (prev name could be misleading and confusing)
- undid sphere command building as that wasn't meshing well with MasksToValidate flow
- Added UtrilityJobs.GatherJob<T> (will need to go through other code and clean up similar/same jobs)
I still need to update GamePhysics.CheckCapsule, and replace inlined code with new versions
Tests: all relevant unit tests
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merge from high_wall_skins
Added the SpatialEnvironmentVolumePass component to the camera
Merge from env_volume_performance_testing
Added back spatially aware environment volumes, but made them optional via the SpatiallyAware volume type flag
Clean: simplify NativeList.CopyFrom<T>(ReadOnly)
Tests: none, trivial change
client_projectile_improvements_eyeclipping -> main
projectile_improvements_orientation -> main
WIP modifier scaling & autoturret using it for darts.
merge from groundwatch_nre_fix
Update: Rewrite GamePhysics.HandleIgnoreCollision(batch) to allow for explicit control of what exclusion volumes to check
Tests: ran updated test
Fixed GroundWatch::LegacyRadiusCheck NRE again
Merge from editoronly_ui_convar_warning
remove unused watermap array from job
switched initial map prepare job to IJobParallelForBatch to reduce locking with parallel writer (temp alloc list of indices and add to write as batch per-job)
- also other various micro-optim
Update: adding GamePhysics.HandleIgnoreWater
- comes with it's own consistency test
Going to use those to try to refactor some of the existing code and hopefully shrink it
Tests: ran new test
Tests: adding tests that generate various "HandleIgnoreCollision" scenarios
- added TestHandleIgnoreTerrainConsistency
Covers both TerrainCollisionTrigger and WaterVisibilityTrigger.
Tests: ran the new unit test, checked that all paths all covered.
Optim: GamePhysics.HandleIgnoreTerrain - replace const seting managed loop with a Burst job
Saves 0.1ms on 10k test
Tests: ran unit test
Optim: allocate smaller buffers for WaterCollision.GetIgnoreIndirect
- Added a couple profiling scopes
Tests: unit tests
Play rustling sound on client alert
Bugfix: when we're missing TerrainCollision or WaterCollision, run all of the physics checks for trigger volumes
- Added UtilityJobs namespace, moved FillJob<T> to it
- Added a utility extension to NativeList<T> to copy from NativeArray<T>.ReadOnly (surprised it's missing)
Tests: all relevant unit tests