121,138 Commits over 4,018 Days - 1.26cph!
Set correct source item for orchid, rose and sunflower entities so they show the correct icons.
Chicken food consumable information UI NRE fix
Scenes + prefabs + assets backup
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)