192,384 Commits over 4,049 Days - 1.98cph!
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 lua_topointer
Minor cleanups
color_correction works with fog_volume
Brings over Master/Simulate clientside spawnflags
Upgraded colorcorrectionui to CS:GO's version with ability to load saved presets, also fixed preview not working
Fixed GM:NeedsDepthPass causing NPCs to not render
Also fixed it rendering ropes twice.
Apparently the engine removes m_pRenderable from NPC entities for some reason?
Remove DOFModeHack from pp_bokeh
Rollermine becomes TWOPASS when open instead of translucent
This makes it render better with SSAO pass (such as bokeh DOF)
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
Fully swapped boomerang over to server projectile.
Restored most of the old functionality.
merge from premium_servers
Update: converting GetWaterLevels to indirect form
- Like previous CL, operates on an internal forward dummy range
- sprinkled ReadOnly accessors in prep for clean up
Time to start bridging the indices across the calls.
Tests: unit tests
Balance multiswarm damage
Update hit animation frame range to remove double swing
Update: converting GetWaterInfos to indirect form
- Not propagating indirection params yet - running on dummy forward range
- Sprinkled ReadOnly usage in prep for cleanup
Tests: ran unit tests
Working rebalance for single swarm attacks
Ensured time since spawned swarm is set on init properly
Update: make GetWaterFactors internal NativeArrays persistent
Tests: unit tests