193,338 Commits over 4,079 Days - 1.97cph!
Reverted the divemaster missions to a max 500m
Added a new allowDoubleDistanceIfNoOptionsAreFound field, this way there's no chance that a distant divesite will be used when a smaller one is in range
Update: Reducing which scenes we have set for build in Build Settings
Our internal build macros only build 2 scenes, while Test Runner tries to build all (incl disabled) scenes set in the Build Settings. This allows us to run Player-mode tests without extra steps.
Tests: With PerfFwk enabled, ran pool perf tests in Player mode - it ran and gathered results.
Update: Reorganization of the perf test framework
- Unity.PerformanceTesting is marked as auto-referenced (this is another modification of original package)
- Added a "Rust Editor/Performance Framework/Active" menu toggle to enable/disable perf test scripts - controls RUST_PERF_FWK define
- Renamed and moved PerfFwk assembly to Plugins/ (as that's it's design)
- Moved existing perf tests outside to the root assembly (Scipts/PerfTests) so that we can access gameplay code
The goal is to both isolate the perf framework code from the codebase as much as possible(don't ship to players or unity devs to load stuff that's not sueful), while also being able to work with our main game scripts directly.
Tests:
- Switch the toggle on and off - no editor errors.
- Built client&server with framework being enabled - it passed.
-- Found no PerfFwk references in main game assembly for both client and server and no references to test classes
Fix pillar covers not handling a non-zero rotation
added a building topology ring around oases to block rail/roads coming too close
▅▆▍▌▋ ▇█▇▄ █▄_▌▊▊_▄▍█▉▇_▅▄█▆▍▅_▉▍▅▊▅▅_█▌▋▋▌
merge from dive_mission_range_increase
merge from divesite_tip_fix
merge from emptytoasterror_fix
radioactive water surface border fix
re-applying rock changes to cave_medium_hard and cave_small_hard
Experimenting with some ore resource entity optimisations
Remove all children (except for foliage displacement on client)
Store stage meshes and collision meshes in a new StagedResourceEntityInfo PrefabAttribute so we're not storing the same information on every single ore
Removed a SendMessage
Automated upgrade process
Only applied to ore_stone for testing so far
1P volumetric tests
Updated cookie
Increase maximum range dive sites can be from the divemaster NPC (500m -> 1000m)
Resolves these missions sometimes not being able to start
▅█▌▍ █▆▅▌▅▍▅▍▌ ▋▍▊▌▇▋ ▆▄▌ ▇▌▌▋▅ ▍▇▉▊█ ▉▅▊▌▆ ▉▇ ▇▋▉▊▊█▆▌▍▄ ▅█ █▄▆▌▇ ▅▍▄▊▄▆█▉▇
Iterate on cover and peeks
Rollback game.CleanUpMap removing tempents and beams
Apparently crashes on x86-64 somehow, sometimes, for some people
Fixed a few more potential crashing issues
Fix a lag issue to do with spamming certain packets to the server from client
t1 smg viewmodel updates
- ironsights tweaked
- skinning updates for springs
- idle pose updated
- bolt position poses
- anim length changes to match smg in 1p and 3p
not applying flow forces on lakes, the water is still
- also cleaned up the accumulation of the flow force, the amount of nesting was horrific
Colour adjustments and detail additions to catapult
accidental doubling up of waterflow generation for rivers
dirty prototype of converting terrain alpha map to holes map to replace terrain ignore volumes from physics checks
Added arted-up catapult model, materials, and textures. Some tweaks pending.
▄▉▍▆▆▊▄▆ ▌▄▆ ▌▆▊▄▋ █▉▄▋█▅ ▋█▆▇▍▆▌ ▌▊▇▋▉ ▆▊▌'▅ ▋▍▄▄ ▅▉▆█▊ ▉▇▉▇▇█
Fixed drawbridge animations
Added another drawbridge to the lower level
Buildfix: isolating perf test scripts into it's own assembly
- For the time being stores existing perf tests - will reorganize when the structure is more clear in the future.
Tests: Unity booted without errors, confirmed perf tests presence in Test Runner
Merge: from main
Tests: none
Added front door and drawbridge to the siege tower
Planters now use the same outside check as water catchers.
Reworked planter rainfall logic.
Added planterbox.outsidetestdistance server convar to control distance check.
Moved all new rock placements into prefabs to make future merge conflicts easier to re-apply
Update: enable sound pooling by default
If something goes derp, can be disabled via audio.enablesoundpooling 0
Tests: was explicitly enabled over last 3 days while running all recent changes
Stopped icesheets from spawning around lakes
Merge: from main
Tests: ran around on craggy with logs
Added convars:
'radiation.water_loot_damage'
'radiation.water_inventory_damage'
'radiation.materialToRadsRatio'
Bugfix: don't leak looping sounds when quick-switching
It's possible that equipped items with sound effects (setup via sound player) can enable-then-disable across 2 frames, before SoundManager picks up the pending play request. If it's a looping sound(like torches burn loop) it would stay alive forever. Now we cleanup the pending requests on disable of sound player.
Tests: mousewheel quickswitched between rock and a torch and observed numbers in audio.printsounds - the burn loop is no longer accumulating.
Smoothed vendor entry and exit to spline
Bradley much less likely to enter a spline when turning or facing a target from behind
Update: SoundManager pools internal lists
The pooling effect is minimal, but it achieves 2 small improvements:
- we don't hold lists in memory for sounds that don't reapper for a while - those can be reused in other parts of the code
- audio.printsounds no longer reports 0 active sounds per definintion
Tests: On craggy quickswitched between equipped items. Saw the various sounds appear and disapper in the logs.