138,209 Commits over 4,324 Days - 1.33cph!
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
▆ ▊▊▊▅▇ ▅▋▇▋ ▍▉▆▌▌▅▍▍▌▊▍▆▋▉▄▄▍▇▋▇▉▍▅█▉
▊ ▋▉▍▋▋▋ ▆▍▊▋▅▆ ▇▋▆▊ ▅▋█ ▊▉▆█▋▄▇ █▍▍█ ▅▍▇▉▅▅▅▉ ▇▊▍ ▌▇▊▊▅▊▅ ▍▋▄▇▅ ▇▅ █▄▆▊▇▇▆▄ ▅▊▆▌▌ ▊▅▉▉▇▌▊ ▋▍▌▄▍ ▋▇▄▅▇▋▋▍▇ ▋▄▌▍ ▄▇▊ ▋▅▍▇▆▌ ▉▋ ▆▉▍▇▋ ▇▉▅▅▋▊▍ ▆▍ ▋▍█▍█▍▄▊ ▊▇▉▄▍▋ ▌▋▋▌▋▆▌▌▋█
▅ █▌▋▇▌▇▊▌▆ ▄█▉ ▌▄▊▆▉▋▄█ ▇▅▅▊█▉▌▊ ▅▄▌ ▉▇▅▅▆██▌ ▌▊▆▆▅▋▋▊▄ ▋▊▊▊▍ ▅▌▇▊▅▌▇ █▄▋▅▅▌▅ ▊▍▇▌ ▄▍▆▌ ▄▌▄▌ ▊▌▌ ▌██▅ ▉▅▇▋▊▇▉█ ▇▉█▄▍▌ ▉▄▄ █▌▉▋▋▇▋
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
Skinning update for wood armour gloves
Use direct-to-VRAM buffer uploads on Mac to fix memory leak.
ioentity.allow_on_boats set to true by default
Added playerboat.kill_io_deployables command
▆ ▌▉▋▋ ▆▌▅ ▉▆▄ ▉█▍▋▋▆▋▆▋▍▊▍ ▉▋▆▅▄▇▌▄▌ ▌▌▉▆▉▉
Can't use the wiretool while swimming
Merge from skin_access_improvements
Remove DeveloperOnly visibility flag from skins_access due to some servers relying on it being visible
Fix skins_access -1 not working with default wallpapers
Fixed fluid splitter and fluid combiner not deployable on soft side walls, regression from io_boats
merge from doors_placingthroughwalls_fix
merge buoyancy_fixes to main
█ ▊▌▇ ▋▊▍▊▅▅ ▍▍▌▅ ▄▌▊▍ ▍██▍▄▊ ▋▅▋▆▇ ▍▄▍█▉▊▌
comps box - added lods, split base and lid for mesh lod, tweaked material values
metal box - reduced lod1 distance
Added an alternative LOS check position for all single doors, double doors and garage door
Fixes "Placing through walls" error popping up when you're clearly not placing them through walls
Fixed Gibbable NRE introduced in
144214
Base kiosk trim textures (still WIP) plus preview mesh. Renamed old test materials to get em out the way.
merge from gibbable_skins_fix
Fixed BBQ and garage door gibs not being skinned