135,447 Commits over 4,474 Days - 1.26cph!
Bugfix: Don't send newly spawned trees to player if they land in a batch yet to be sent to them
- Added a profiling scope so we can track if it's taking too much time(it's a TxP complexity algo, but P tends to 0 very quickly, so we should be able to afford this)
Tests: Tested on 4.5k procgen world and connected from a separate client and chopped a bunch of trees saw no duplicates. That said, it's very difficult to proc this (<1s window).
merge from physics_horses
Put counter text changes on the correct branch
Clean: forgot to save an extra comment
Tests: none, trivial change
Update: replacing cell budget with a time-per-player budget
- Setting this budget to 10micros initially
This budget doesn't evaluate every cell, but rather groupings of cells. I'll re-evaluate this once I get to testing big procedural worlds.
Tests: Confirmed entire Craggy grid gets streamed to the player
Update: added a runtime switch to disable tree batch streaming
- Enabled by default
Tests: booted with it being both turned on and off
Merge: from main
Tests: none
Fixed a bunch of props in radtown that were either missing LOD components entirely or using LODGroups
S2P and HLOD generation
Fixed some placeholder stuff for gesture slots that are empty
Fixed radial menu defaulting to the text of the last opened radial menu if opening a new menu that has no enabled options (bug is extremely old, very obvious when switching between gesture wheels)
Fixed large stables vendor getting killed on server restart
Improve scientist cover generation
Cleanup navmesh inside edges before generation
Make sure points are on navmesh
Reduce cover density by merging nearby covers with similar angles
Apply distance checks to individual covers instead of cover groups
merge from divesite_respawn_fix
Massively increased the resolution on the electric counter UI to ensure the text isnt blurry anymore.
https://files.facepunch.com/ianhenderson/1b0411b1/Unity_dKA8DoPGb3.png
new cookie & volumetrics on all projectors
fixed consistency between 1p and 3p
FIxed divesite buoys from being able to spawn in on top of a player
Didn't think this would ever be a problem
- 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
Orientation fix on catapult
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
Backout: bring back all the scenes
Without this, editor bootstrap workflow dies.
Tests: none, trivial change
Better vislog for cover debugging
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