33,418 Commits over 4,140 Days - 0.34cph!
health reduction for hitch post
Improved perf on water system sample height (wip, first stage)
combined hitch and trough models as per helks request. LODs/Gibs and Collision meshes also.
can't pick up sam sites containing ammo
fixed more reverted variables
scaled up minicopter fuel gauge, brightened indicator
MotorRowboat profiling
SendNetworkUpdate_Flags and SendNetworkUpdate_Position profiling
Fixed NRE in Buoyancy.Cycle when buoyancy instance is going to sleep
Enabled physics.batchsynctransforms by default
Buoyancy.FixedUpdate is handled by ServerMgr.FixedUpdate to ensure they aren't scattered inbetween other fixed updates, causing SyncTransforms churn
Changed MoveItem amount to an int32 (modder request)
Strip newlines from chat input
Fix missing chinese/japanese/korean characters
Tweaked physics.batchsynctransforms profiling and behaviour with physics.autosynctransforms disabled
Fixed Skin.LoadAssets NREs
fixed horse debug movement
Added horse head collar placeholder art
Fixed client player tick rate not being set when connecting to sleeper
Horse ragdoll doesn't wrap around itself.
Horse materials GPU instanced.
Ragdoll scene.
added anim to cinematic controller
Fixed bootstrap showing ... instead of error text
Renamed physics.batchsync to physics.batchsynctransforms (similar to physics.autosynctransforms)
Added physics.batchsync convar (only does a single physics transform sync for all player server updates, default = false)
Added physics.autosynctransforms convar (only for testing)
Horse ragdoll colliders are on ragdoll layer
minicopter entity update - trying to fix transform child cant be loaded issue
deleted unused minicopter prefab
Adjusted saddle to fit new horse
Added player.tickrate_cl and player.tickrate_sv convars (both are set on the server)
Optimized Vis.Entities / Vis.Components / Vis.EntityComponents further
Stripped collider batching entirely to fix some remaining performance overhead (particularly in Vis.Entities / Vis.Colliders)
Improved entity registry performance (particularly ToBaseEntity)