139,370 Commits over 4,505 Days - 1.29cph!
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
Use gamepad cursor for inventory management by defaullt (dpad navigation is a convar)
Optim: tweak batch size when calculating server occlusion narrow phase
This cuts down 4.5k world server occlusion generation from 45s to 35s in batched mode. Async further brings it down to 22s
Tests: ran generation in editor
Update: make UnsafeScriptingAccess initialize on editor load
Allows to use it in editor-only tools/workflows
Tests: ran server occclusion generation in editor, checked profile
Small buff to a couple more items with low craft rates
Mortar craft cost -5 HQM, -2 pipe
Hazmat suit craft cost -1 HQM, -1 tarp
Prisoner hood now default BP, removed from tech tree
HMLMG craft cost -30 HQM
Fix using nav samples radius always being halved because detour uses half extent
and again, glass ar description
Update: add GamePhysics.FindComponent<T> that supports async
Configured async to engage at more than 4 batches of 64 queries
Tests: ran perf tests. same perf up to 400 points, at 10k points is 2x faster 0.42ms batched+async vs 0.96ms batched vs 5.4ms serial
updated glass assault rifle description
Update: add TerrainMeta.SampleTerrainMeshHeights
Configured to engage async after have more than 4 batches of 256 pos each
Tests: ran perf tests
Update(tests): add IsInsideTerrain perf comparison tests
Need them to tweak when to engage async and when to skip it internally
Tests: ran them
ice ak world model optimisation
consolidated into one object, one LOD chain
LOD0 tris 13.8k -> 9.5k
highlight draws 5 -> 1
removed dead lod states in sunflower, rose, orchid world models
merge from medical_honey_bandage
Fixed world model collision being too small
Fixed world model outline referencing the old bandage instead of the new one
Additional UI options for gamepad
More gamepad tweaks and convars, actions.
added and setup dedicated worldmodels for fire and bone arrow
reducing highlight draws
Changed honeybandage worldmodel to new material and model
S2P water treatment, in hopes of fixing broken PreparePrefabs in builds causing a bunch of issues
Honey Bandage Material and Textures
Hook up damage state change FX on all blockers
merge from automated_testing
World model LOD fixes - 6 prefabs drawing every LOD at once
MilitaryFlamethrower, ak47u_jungle, scrap, crankshaft1/2/3 and stone had LODGroups with null or duplicated renderer refs, so every LOD drew at once regardless of distance.
LOD0 optimisation pass on these too: 47,280 -> 22,675 tris
world models where applicable combiend into single worldmodel mesh for simplicity and optimisation, reducing highlight draws when item is dropped:
flamethrower 4 → 1, jungle AK 3 → 1, crankshafts 3 → 1 each, scrap 2 → 1
Reduced network range of watertreatment_pipe_waterproducer.prefab. Stops automated tests failing.