119,763 Commits over 4,018 Days - 1.24cph!
Optim: use Burst to generate commands in GamePhysics.OverlapSpheres
- It used to be there, but lost it during refactor
Tests: unit tests
Clean: minor changes to GamePhysics
- Renamed batch methods to be plural
- Split GamePhysics.CheckSphere<T> to separate OverlapSpheres
- added profiling scopes
Tests: unit tests
Fixed vine renderers not spawning on proc gen
merge from high_walls_skins
Added a fallback error for ShowBlockedByEntityToast, used when GetBlockedByErrorFromEntity returns nothing
Obscure vision overlay improvements
Update: move RemoveTerrainMask to GamePhysics
Tests: unit tests
Update: move GenerateCheckCapsuleQueries to GamePhyics and utilize
Tests: ran unit tests
Update: split GamePhysics.CheckCapsule<T>
- forbid CheckCapsule(batch) from returning ColliderHits - this is to better represent relationship to non-batched CheckCapsule
Tests: unit tests
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Move the npc radius check after the filter radius check in the spawning flow, as it's cheaper if we early out at the filter stage
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Merge from jungle_update (fix tigers and crocs being too rare)
Fix too few crocs and tigers, new spawning filter
Fix NRE set line renderer state (was causing fake physics ropes to break occasionally and not render)
- Fixed budgetted visuals not working when vine needs to move its end point to point in the destination (still not perfect)
- Auto set rope length in SwingingRope instead
resized the jungle building skin textures to final rez - fixed floor.triangle missing its jungle skin script
Missed Snake Spoiled Meat Material file
Setup Snake Raw, Spoiled and Cooked Meat
Updated Snake Raw Textures
Added ladder trigger volume to zigg water tank
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- Fake Physics rope can now manually have its update methods ran
- Vines are now updated in budgeted update like before
Update: adding GamePhysics.CheckCapsule(batch)
Last factored out func - should be able to complete refactor shortly
Tests: none, will integrate to tests next
lowered normal intensity on zigg exterior concrete layer to nominal value as stronger values make projected decals display incorrectly
Zigg scene, fixed the terrain alpha map - tweaked terrain splats (less gravel, more forest soil) - did some set dressing around the water tanks area
Bugfix: fixing native allocation leaks in tests
Tests: ran the tests with leak detections enabled
Apply the same recent rug deployment improvements to the bear rug
Update: GamePhysics.CheckCapsule<T>(batch) internalized layermask handling
There's room for optims, but not going to pursue them for now - will test later how the perf deteriorates with the new APIs.
Tests: ran relevant unit tests
leap attack animator setup
Added final COL and LODs for big zigg
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jungle zigg tank large - tweaked materials to better mesh with the surrounding environment, added a decal for moss on top. Arranged folder structure
Hide condition bar on bag, bed and towel items (they can only be full HP, or broken in softcore)
Merge from turret_scaling
Merge from env_volume_performance_testing
Fix for sfx movement colliders on piper nigrum radial pieces
merge from toolgun_corpserepair_fix
Fixed garrys mod toolgun not being able to repair deployable corpses
Update: GamePhysics.CheckSphere(batch) now able to handle mask validation internally
- Renamed GamePhysics.IgnoreCollision to MasksToValidate (prev name could be misleading and confusing)
- undid sphere command building as that wasn't meshing well with MasksToValidate flow
- Added UtrilityJobs.GatherJob<T> (will need to go through other code and clean up similar/same jobs)
I still need to update GamePhysics.CheckCapsule, and replace inlined code with new versions
Tests: all relevant unit tests