108,230 Commits over 3,867 Days - 1.17cph!
- Adjusted Bradley spline height.
- Check how close before you enter
merge from flow_vector_field
Catapult constructable stages
Restored wheel visuals
Improved firerecoil physics
Improve cover selection and debug, fix some objects not blocking the trace
Added catapult test meshes for Flavien
Siege tower constructable tweaks
Implemented catapult art, retargeted the animations
Setup catapult constructable prefab
corrected offset of dpv mounting bounds check
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Orientation fix on catapult
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fixed a bunch of holes in water tower LOD1 that provided peaking advantage
LS - changed a pallet placement in factory side room
Initial work on “constructable” entities: when deployed, we spawn a skeleton structure that needs to be hit with a hammer until its fully built. Once completed the entity is spawned
Applied this new system to the siege tower
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Backout: bring back all the scenes
Without this, editor bootstrap workflow dies.
Tests: none, trivial change
Better vislog for cover debugging
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merge from dive_mission_range_increase
fixed water on billb test map
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
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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
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Iterate on cover and peeks