139,386 Commits over 4,505 Days - 1.29cph!
- Experiment with rendering the icons live, so if i change race then or skin colour then in the face tab it will show the correct race/skin color.
- Fix various bugs with the preview player model
- Remove the dodgy debug text
- Tabs auto match the sub category labels
- More tooling for taking/adjusting icon shots
Clean: extract GetBatchSize and WaitForTasks into ThreadingUtils
Tests: ran compile simulator
Fix corrupt hazmat suit item prefab
Merge from setflag_remove
Remove obsolete SetFlag and replace existing usages with the disposable pattern
exported edited flashlight refresh 3p anims and new vm admire anim
Update(editor): add heightmap sample and isInside visualization to server occlusion editor debug
Spent too long chasing non-existent domain reload ghosts
Tests: visualized occlusion of EU East 1. tested occlusion gen on craggy with 2p
updated Seaturtle model with LODs.
Fix crashing when switching cameras, + error spam.
Glass AR - texture and material update, more tint adjustments
Fix scientist path success check being wrong (or instead of and)
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