256,034 Commits over 3,990 Days - 2.67cph!
Started writing tests
Only reference tracks need IDs
Fix plantpot soil renderer pointing to an asset in the project not the prefab.
Update bear pie description
CommandList has parameter to grab texture with mips
Iterate Bloom2, use command lists, implement all 3 composite modes correctly (they're all wrong on our current postprocess)
Rotated all pie projectile visuals 90 degrees
Remove armor slots from burlap shirt.
Remove armor slots from hide pants (old test data)
Optim: Pool internal lists
- This is a breaking change - can no longer double call `ToJson` or `ToString` as we clean up resources during it
New version is 12k allocs at 4k records test vs 16k allocs. Still loosing on time, but hoping future serialization streaming changes will catch us up.
Tests: ran the unit tests
Enabled mipmaps on more icons (mixed bag of everything: vehicles, clothes, and dlc stuff)
Update: store type unions instead of strings as row cell
Right now this is a pessimization(-25% perf on 4k "Record" test) - we do more work to manage it, but it should open up more optim opportunities.
Tests: ran the now correct unit tests
Enabled mipmaps on recent new item icons we missed (wallpaper, new guns, IO)
Enabled mip maps on all the new food icons
merge from crafting_update
merge from crafting_update/visual_cooking
Updated SpriteTools
Fix Tileset Object Layers in Game scene
Fix NRE in PinnedContentPanel when joining a multiplayer game before choosing a character
Updated Logo + Minor Main Menu styling
Updated the Character Select and Character Create menus
Game UI and HUD styling tweaks
Added Recommended Quests, which show by default in the PinnedContentPanel if no quests are currently pinned
Quest UI fixes and fix item quests not marking complete when inventory is full
Added some more starter quests
Cooking workbench:
Show oven fire effects when cooking pies or bread
Disabled 'only one user'
Put bread on top of the recipe list so its not in the middle of the pies
Bugfix: fixing unit tests
Rip. Missed the fact that unit tests were runnin on empty data. At least there weren't any issues with previous optims.
Tests: rajn the unit tests
Cooking wb oven ignite, extinguish and cooking sounds
Remove need for an intermediate data type when declaring fsms (previous commit didn't go through)
Restored mixing table VFXs
Remove need for an intermediate data type when declaring fsms
Cooking wb meats and effects pos
Fix some things missing from TypeLibrary in unit test projects
Optim: avoid row allocations
Tests: ran unit tests
Meat pos tweaks
Particle setup, play and stop when the meat starts and stops cooking
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Optim: get rid of small Column allocs
- also removed all private qualifiers
Tests: ran unit tests
Update: set out optim plans
- reuse string builder via pool
- Renamed TextTableOriginal to TextTableNew (otherwise I'll accidentally break the game before I mean it)
Tests: none, trivial changes
lr300 holster position updates
updated wip v4 player loadout
Separate slots for Pos,Rot,Scale
Portals
Update Yoga, add support for `display: contents`
PortalTarget uses display: Contents
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merge from crafting_update
Explicity set wood and metal insert protection properties