192,546 Commits over 4,049 Days - 1.98cph!
Optim: use persistent buffers inside GetWaterInfos
- Still have a TODO on managing their lifecycle
- imrpvoved NativeArray.Expand to allow skipping of copying and using uninitialized allocs (opt-in)
Very minor effect on timings, but allows us to avoid sync points in managed runtime, should we go towards these optims.
Tests: ran unit tests
Jungle ground foliage / tweaked all spawn settings / optimized densities / added rest areas / optimized geometry
Tweaked materials and colors
Tweaked ground color
Optim: replace WaterInfo resolving amnaged loop with a Burst job
1k sample point GetWaterInfos perf test runs in 1.9ms (previous was 2.45ms)
Tests: ran unit tests
Optim: use Burst jobs to process results from GetIgnore entity heads
Only one managed loop left
Tests: run uit tests (though I don't have a test case for entities partially within WaterVolume)
Clean: replace a magic number with a named constant
Tests: unit tests
Optim: replace secondary query setup managed loop with a Burst job
Tests: unit tests
Minor clean ups
Update gmod.code-workspace (Remove full paths)
Remove player jingles/impulse 202
Fixed DTextEntry autocomplete menu not inheriting skin
Prevent potential crashes to do with traces on models
Added ip_steam
Exit SRCDS (with a message) if GSLT is invalid or expired
Added some new options to `render_sprite_trail`
`constrain radius to length` and `ignore delta time`
Port `SpriteCard` renderer for `render_sprite_trail` from CS:GO
Mitigate invalid vehicle scripts causing crashes
revert_project_file -> main
Optim: recache water heights from WaterVolumes using a Burst job
- also fixes a bug with invalid indexing that I introduced earlier today
Tests: unit tests
Bugfix: fix TestWaterInfosConsistency test using 0 sized bounds for WaterVolumes
Noticed a bug while converting internal logic to burst job that wasn't picked up by test
Tests: ran unit tests, now correctly detects an issue - will fix next.
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HV RL Explosion uses rocket-launcher-rocket-hv-explosion SFX.
Optim: replace couple internal managed loops with Burst jobs
1k perf test for GetWaterInfos - 2.45ms (vs previous 3.9ms)
Tests: ran unit tests
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Files for deployment zone visualization.
Update: use GetIgnoreIndirect(vec3, float, ...)
Further simplifies code and reduces the number of temp NativeArrays we need
Tests: unit tests
merge from fix_spawnitem_ownership -> main
Fix item ownership not applying when using `spawnitem` command
Merge from vram_budget: Experimental new texture streaming
Update: Use GetIgnoreIndirect(vec3, vec3, ...) to further simplify code
As a bonus this avoids a bit of data repacking and NativeArray creation - there's more to come
Tests: ran unit tests
merge from ownership_barrel_fix -> main
Fix item ownership not applying to items from barrels
Add a tip telling you what to do if you're attacked by bees
Apply "Make All Streamable" to 8294 textures
Add option "Make All Streamable" to texture optimisation tools based on Diogo's filter functions
Force texture mipmap streaming to be always on (experiment) and set the memory budget equal to available graphics memory.
Update: use WaterTestFromVolumesIndirect to simplify code
This could be a small optimization, since we have to move less data around, but not focusing on that - just trying to reduce complexity.
Tests: ran unit tests
Tests: TestWaterInfosConsistency now generates fake WaterVolumes
Need this since I'm starting to modify the "volumes" path as well.
Tests: ran the unit tests
Rpg setup
- added 3p anims
- fixed issues with wrong rotation on exports (updated prop position during anims)
- holdtype override updates
- zero'd entity offsets, set to follow left prop
- removed weapon root from mask on w_launcher anims
merge from ranking_change -> premium_servers
Fix tracking accumulating error
Update: replacing a bunch of GetWaterInfos internal BufferLists with NativeArrays
Preparing to replace more of managed logic with burst jobs
Tests: Ran unit tests
show hit notifications when your bee swarm damages someone
impact_details_variety -> main
Improved blunt wood decal
Promo item setup for linking a Discord account in game (need to fill in the item ID still!)
Restore stomped code changes
Add failure transitions to croc to fix log spam
Fix croc diving under terrain
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Fix croc hitboxes being activated too early (needed to take into account pos interp delay) - previous commit didn't go through