138,214 Commits over 4,324 Days - 1.33cph!
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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
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
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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
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comps box - added lods, split base and lid for mesh lod, tweaked material values
metal box - reduced lod1 distance