126,274 Commits over 4,201 Days - 1.25cph!
Set correct source item for orchid, rose and sunflower entities so they show the correct icons.
Chicken food consumable information UI NRE fix
Fix merge issues, increase cell compute radius, add clear buffer step to run separately
sar/lr300/ak47u updated backpack offsets
Merge from media_projects
Only bother increasing nucleus stats if its not grade 1
Max XP is now whatever grade 1 starts at
Align under over 25 degrees and over 16 degrees
Fixed incorrect perfect growth rate calculation
Clean: general cleanup
- Removed dead code
- removed some TODOs that no longer apply
- more ReadOnly cases alongside NativeArray usage instead of spans
Tests: unit tests
Update: expand PerfSerialWaterFactor & PerfBatchWaterFactors with different pop counts
Covers various scenarios, from staging at 50pop to 10k for stress test. Also shows that we retain the 4x+ speedup across populations.
Tests: ran perf tests
Clean: last ReadOnly added
Tests: unit tests
Clean: the ReadOnly crusade is almost over
Tests: unit tests
Clean: moar ReadOnly
Tests: ran unit tests
Merge from snakes/mfju (merging from jungle update fix branch)
Fix a missed line when manually merging Modifier.cs
Clean: a lil more ReadOnly
Tests: unit tests
Clean: more ReadOnly usage
Tests: ran unit tests
water desal tanks update LOD0 and texture pass.
Optim: GetWaterFactors is converted to indirect style throughout
- Added an edge case to all tests to validate correct bounds operation(spotted a bug I recently added)
This is last optim I'll be pursuing - 10k points test now runs at ~6ms compared to 28ms serial mode. Next up is to add a couple more benchmarks and go through todo cleanup.
Tests: ran unit tests and played back staging demo twice
Some stop distance thresholding
add file prefix and ray setback settings, ui cleanup
Got the boomerang doing a little curve a few seconds after throwing
Added more working weapons to v4 loadout + ammo
updated slight model offset in rock entity
Hopefully fix shader compilation on Metal due to missing support for geometry shaders. I can't test it, because literally every other platform supports geometry shaders.
Kill the boomerang properly on hit
fixed editor-only memory leak when assemblies/domain are reloaded and scriptable objects aren't destroyed (but the native memory falls out underneath)
Boomerang rotation now based on its speed
fix indices > 16 bits, allow null materials (omits submesh)
Update: Propagating indices to GetWaterLevels
- Updated TestWaterLevelsConsistency to validate various permutations
Tests: unit tests
Get proper hit material from ray