192,546 Commits over 4,049 Days - 1.98cph!
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
Play the hiss anim when starting hazard
fbx re-export Zigg Tank Large
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Add a very obvious and very placeholder disappear/reappear effect when snakes reposition - to make it obvious it's intentional and not a bug, until we get real effects.
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updated layer on jungle number decals prefabs
removed the small ziggs from the ziggurat scene - updated the terrain topology maps and terrain blend maps accordingly - s2p
Clean: remove GamePhysics.OverlapSphere(batch) and GamePhysics.OverlapCapsule(batch)
- These have been inlined into CheckSphere<T> and CheckCapsule<T>
- Also updated CoarseQueryGrid.CheckJobIndirect(capsule) (returns JobHandle, works on a NativeList) since I missed it in previous commit
Tests: ran all unit tests
Merge from vertical_storage_test
merge from server_occlusion_enable_by_default
merge from easterinflatablehorse_DLC
merge from easterinflatablehorse_DLC
merge from meat_stack_fix
merge from condition_bar_repair_fix
merge from trophy_name_fix
merge from preview_ox_fix