117,003 Commits over 3,987 Days - 1.22cph!
Adjust angle limits
Initial handling for trees being destroyed - nearby vines are notified and update their detination lists, will self destruct if no destinations are available
If a vine is parked away from it's home tree and that tree is destroyed the vine will swing back to to it's home tree
Better vine visual rotation handling, use burst cloth for now
Added the ability to throw a vine - sends the vine to the target destination without mounting it
Vine will now continue to it's destination if the player dismounts it mid swing
Rough process for preventing multiple vines from overlapping when parked
Remove VineSpawnPoint tag, parent tree now stores a list of vine spawn points
sunkenknife 4k textures and material
Bugfix: don't leak WaterLevel's persistent allocations
Currently only allocating on Server, since no other code actively relies on this.
Tests: ran unit tests. Started Craggy in editor with leak detection - no leaks pointing to WaterLevel statics
adjusted sunken knife icon
updated prefabs
bee_ux_improvements -> main
Bow setup
- added 3p anims
- fixed issues with wrong rotation on exports (updated prop position during anims)
- holdtype override updates
- zero'd entity offsets, set to follow left prop
- removed weapon root from mask on w_bow anims
- tweaked 3p anims so fingers place correctly on string at rest and when aiming
Clean: remove dead batch method
Tests: compiles in SERVER+CLIENT
Clean: simplify GetWaterLevels code by using NativeArray.Expand
Tests: ran unit tests
Optim: use persistent buffers inside GetWaterInfos
- Still have a TODO on managing their lifecycle
- imrpvoved NativeArray.Expand to allow skipping of copying and using uninitialized allocs (opt-in)
Very minor effect on timings, but allows us to avoid sync points in managed runtime, should we go towards these optims.
Tests: ran unit tests
Jungle ground foliage / tweaked all spawn settings / optimized densities / added rest areas / optimized geometry
Tweaked materials and colors
Tweaked ground color
Optim: replace WaterInfo resolving amnaged loop with a Burst job
1k sample point GetWaterInfos perf test runs in 1.9ms (previous was 2.45ms)
Tests: ran unit tests
Optim: use Burst jobs to process results from GetIgnore entity heads
Only one managed loop left
Tests: run uit tests (though I don't have a test case for entities partially within WaterVolume)
Clean: replace a magic number with a named constant
Tests: unit tests
Optim: replace secondary query setup managed loop with a Burst job
Tests: unit tests
revert_project_file -> main
Optim: recache water heights from WaterVolumes using a Burst job
- also fixes a bug with invalid indexing that I introduced earlier today
Tests: unit tests
Bugfix: fix TestWaterInfosConsistency test using 0 sized bounds for WaterVolumes
Noticed a bug while converting internal logic to burst job that wasn't picked up by test
Tests: ran unit tests, now correctly detects an issue - will fix next.
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HV RL Explosion uses rocket-launcher-rocket-hv-explosion SFX.
Optim: replace couple internal managed loops with Burst jobs
1k perf test for GetWaterInfos - 2.45ms (vs previous 3.9ms)
Tests: ran unit tests
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Files for deployment zone visualization.
Update: use GetIgnoreIndirect(vec3, float, ...)
Further simplifies code and reduces the number of temp NativeArrays we need
Tests: unit tests
merge from fix_spawnitem_ownership -> main
Fix item ownership not applying when using `spawnitem` command
Merge from vram_budget: Experimental new texture streaming
Update: Use GetIgnoreIndirect(vec3, vec3, ...) to further simplify code
As a bonus this avoids a bit of data repacking and NativeArray creation - there's more to come
Tests: ran unit tests
merge from ownership_barrel_fix -> main
Fix item ownership not applying to items from barrels
Add a tip telling you what to do if you're attacked by bees