134,031 Commits over 4,444 Days - 1.26cph!
server_item_notifications_streamermode -> main
Clean: remove Perf.TestGetHeightFastIndirectOld and related bits
Tests: none, trivial change
Giving yourself an item via f1/console commands will now respect streamermode and not reveal your actual username
CRLF to LF line ending changes for all RRP files
Update: switch GetHeightsFastJobIndirect to use HeightMapData.GetHeight instead of inlined logic
- removed extra 4 madds by using Fast's index calculation
It's slightly slower on 512x512 test (0.9ms -> 1ms) due to Clamp01 calls, but we can afford consistency with GetHeight - will allos us to promote "fast" as "normal" and deduplicate
Tests: ran perf tests, compared asm
Disable thruster buttons during satelite lerps.
Flash targeting circle when locked.
Update: rewrite TerrainHeightMapJobs.GetHeightsFastJobIndirect to use HeightMapData
- temporarily added Perf.TestGetHeightFastIndirectOld for easier assembly comparison
Generates the same assembly, so same perf
Tests: ran perf tests
Lerp satellite targeting adjustments.
Stop deepsea npc shops from showing up in outpost search
sell_order_warning_persistence -> main
Fix vending administrate 'remove all' dialog from persisting if you disconnect
merge from steam_getitems_optims
Fix various motion vector issues (override shaders, depth, skinned meshes)
Remove custom motion vector pass from standard shader
Update(tests): add perf tests for TerrainHeightMap GetHeight family
Surprisingly, the *Fast versions are faster even in burst jobs. I want to rip them out(too many dupes), so going to try to replicate the benefits to common family
Tests: ran all unit tests
main -> photograph_text_fix
Fix photograph notes not updating
Cache the known items set because it can be quite large for a player with a lot of items
Steam inventory menu only fetch the acquired property
Back the store catalog in a dict for faster lookups
Clean: redirect a couple calls via GetHeight01/GetNormal(..., NativeArray.ReadOnly)
Tests: none, trivial change
Bugfix: TerrainHeightMap.GetNormalsIndirect - reimplement using HeightMapData core
- also slightly refactored HeightMapCore height logic
Fixes it not knowing about deep sea
Tests: all TerrainHeightMap unit tests pass
Store seen steam instance id per account, fixes switching steam account triggering all items as new
voip_cctv_rewrite -> main
Update(tests): add TestGetNormalsIndirect_Deferred
Conceptually it's same logic underneath, but routed through different code, so worth a unit test
Tests: ran new unit test - fails on deep sea indices as expected
vending_flag_collision_fix -> main
Bugfix: TerrainHeightMap.GetNormal(float, float) now checks for deep sea
- added utility funcs that sample user provided NativeArray<short>.ReadOnly
- regenerated validation normals for unit tests from TestGetNormal
Tests: TestGetNormal passes, TestGetNormalsIndirect fails as expected
setting a level of 8x aniso on textures that are used on larger, flat surfaces
Store doesnt pull all steam item properties anymore
Reworked the store external purchase notificaiton to not depend on the acquired property anymore
Bugfix: TerrainHeightMap.GetHeightsIndirect - rewrite using HeightMapData core
This fixes missing deep sea lookups
Tests: ran TestGetHeightsIndirect - passes
Update: refactor core of GetHeight logic into it's own struct
- updated GetHeights to use it
Tests: TestGetHeights passes
3p wire run anim exported and linked to holdtype override controller
Bugfix: TerrainHeightMap.GetHeights - clamp to border when interpolating heightmap samples
Tests: TestGetHeights passes
Fix crash when firing weapons - sorry!
exported updated 3p 16 frame sprint anim and set anim to play at 1 speed in the player animation controller
Fix the power plant high grade fuseboxes using the wrong loot panel type
S2P powerplant
Add prevent building volume to crash remains
Added new RefreshAndGetItems overload in IPlatformService
SatelliteCrashRemains now kills itself after specified delay.
Added protobuf for it to support save/load
set dressed ladder to roof room, basic details in checkin room
basic sentry cover of the outdoors and apartment b interior
S2P
Fix a couple of post-crash logic issues.
Target location debug sphere rendering remains active for 60 seconds after impact to verify it worked correctly.
Enable powergrid settings on the recyclers in outpost for demo purposes
S2P outpost/compound
Fixed all server compile errors and warnings for RRP