userFlaviencancel

7,928 Commits over 1,004 Days - 0.33cph!

26 Minutes Ago
Added AnimatorEventLOD component, disables animation events past a distance Applied to all animals, 100m for most, 20 to 60m for critters For 10 wolves roaming 150m away, all events are now off: 339 B -> 0 per frame Animation update ~0.05ms per frame cheaper
49 Minutes Ago
Only create the sound fade modulator once the sound starts fading, saves the allocation for sounds that never fade So we never pay useless modulator allocation
5 Hours Ago
merge from main
6 Hours Ago
merge from flexvirtualscroll_optim
6 Hours Ago
merge from uicompass_optim
Today
Fixed animal footstep sounds not playing until its first idle animation finished
Today
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Today
Fixed boars bulls cows and wolves having 4 left foot
Today
merge from main
Today
merge from automated_testing/client
Today
Compile fix
Today
merge from automated_testing/client
Today
Updated new tests
Today
merge from main
Today
merge from horse_optims
Today
Fixed SM_DisableHorseProceduralMotion OnStateEnter allocs...
Today
Fixed SM_DisableHorseProceduralMotion OnStateExit allocs
Today
merge from horse_optims
Today
Well actually lets drop the sounds from missed rays because that meant all the shit at 0,0,0 would be audible now
Today
Fixed missed rays spawning the footstep sounds at 0,0,0 🙃
Today
Animal footsteps raycast optims: - On dry terrain, we read the terrain splat map instead of raycasting, one ray every 2 meters to check the animal is still on terrain - If not on terrain (rocks, base, water) we just do one ray instead of 4 - If the animal is in water, we still play the effect past the audible range to make sure you can see the water splash effects 5 wolves running around on grass, 80% less raycasts ~0.115 -> ~0.08 ms
Today
Skip footstep effect spawning and only keep the sound if they're fully invisible It cuts all the effect spawning on grass for all animals Wolf footstep playing in editor: ~0.15ms -> ~0.11ms (this is not applied if music is enabled because aggressive animals footstep effects increase music intensity when nearby)
Today
Fixed all wild animals in network range casting rays for their footsteps effects regardless of distance (if occlusion culling disabled) We now match the footstep sound def max hearing distance before casting the ray (around 50 meters) Was spending 0.5ms and 1.2KB every frame for 4 animals
Today
Fixed UICompass copying its mat properties every frame, saves ~0.05ms a frame
Today
Prevent FlexVirtualScroll from running its LateUpdate when its parent canvas is disabled. Saves ~0.04ms a frame
Today
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Today
merge from main
Today
Test lists
Today
We now take a screenshot when a client test fails
Today
Better tree tests
Today
Better gun tests
Yesterday
Container tests, opens every container in the game Deleted furnace_static, its unused and cant be opened
Yesterday
Description pass and cleanup
Yesterday
merge from moo_tweaks
Yesterday
Cows moo less: idle animations can now be weighted
Yesterday
More merge fixes
Yesterday
Post merge fixes
Yesterday
Some cleanup, converted some old tests
Yesterday
merge from main
Yesterday
Fixed copypaste erroring when pasting invulnerable entities
Yesterday
merge from horse_optims
Yesterday
Compile fix
Yesterday
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Yesterday
Fixed server hip movement causing the horse to never sleep (regression from 167107 Fixed dismounted horses keeping their head turned and hip braced
Yesterday
Fixed pooling bugs messing with horse animations
Yesterday
We can now get rid of the duped ridersync in the LateUpdate now that we don't control the spine pos from the IK Chops another 0.42ms per frame for 50 moving horses
Yesterday
Removed LegsAnimator on the server, we now use the existing ground normal raycasts to calculate the hip position Hip pos calulcation on the server for 50 moving horses: 2.2ms -> 0.09ms
Yesterday
LegsAnimator batched raycast commands 50 moving horses: server legs 4.5 ms down to 2.1 ms per frame in the editor (still too much)
Yesterday
merge from map_optims
Yesterday
Removed so dead code in TerrainConfig following 167041