userFlaviencancel

7,919 Commits over 1,004 Days - 0.33cph!

24 Minutes Ago
Test lists
24 Minutes Ago
We now take a screenshot when a client test fails
43 Minutes Ago
Better tree tests
1 Hour Ago
Better gun tests
4 Hours Ago
Container tests, opens every container in the game Deleted furnace_static, its unused and cant be opened
4 Hours Ago
Description pass and cleanup
5 Hours Ago
merge from moo_tweaks
5 Hours Ago
Cows moo less: idle animations can now be weighted
6 Hours Ago
More merge fixes
6 Hours Ago
Post merge fixes
6 Hours Ago
Some cleanup, converted some old tests
Today
merge from main
Today
Fixed copypaste erroring when pasting invulnerable entities
Today
merge from horse_optims
Today
Compile fix
Today
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Today
Fixed server hip movement causing the horse to never sleep (regression from 167107 Fixed dismounted horses keeping their head turned and hip braced
Today
Fixed pooling bugs messing with horse animations
Today
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
Today
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
Today
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)
Today
merge from map_optims
Today
Removed so dead code in TerrainConfig following 167041
Today
LegsAnimator optim: legs that haven't moved reuse their last ground hit instead of raycasting every frame, with a fresh raycast at least every 30 frames
Today
Reduced the legs animator culling distance if the horse is not ridden. Force fade out when stationnary
Today
Skip animator updates once settled, ScaleBySpeed stops rewriting its scale while standing still
Today
Disable the 4 RotationConstraint on horses when not wearing the LNY armour
Today
Fixed map UI allocating 2.5KB per frame when open, UpdateTerrainShaderConstants now reads the splat settings directly instead of going through the TerrainConfig getters
Today
merge from main
Today
merge from entityflagtoggle_skipsounds
Today
Compile fix
Today
Fixed the map fade never settling after closing it, every frame for ~4s it was notifying all its children UI behaviours (0.3ms/frame)
Today
merge from main
Today
merge from entityflagtoggle_skipsounds
Today
Added 3 new listener kinds to EntityFlag_Toggle so BBQ and flame turrets can benefit from the optim on 166947 Fixes BBQ and flame turrets playing wrong sounds when deployed
Today
meger from main
Today
Compile fix
Yesterday
EntityFlag_Toggle events now skips one shot sounds the first time it runs, when entity spawns - fixes furnaces playing their extinguish sound when spawned (many other entities had the same issue: campfire, mixing table..) - it didn't cause any perf issues before: the sound manager drops one shot sounds beyond their audible range, and entities spawned at network range, far beyond it - now that we have base occlusion, you could hear them spawning which was an issue for both gameplay and performance
Yesterday
merge from entityspawning_optims
Yesterday
Pooled industrial conveyors switch their hum off when retired
Yesterday
merge from arabic_ellipsis_fix
Yesterday
merge from genericpopup_rrp_fix
Yesterday
Forgot a file
Yesterday
Fixed oversized and misplaced ellipsis "..." on Arabic text, was causing "Line breaking recursion max threshold hit"
Yesterday
Fixed generic popup sorting issue with rrp enabled
Yesterday
merge from genericpopup_rrp_fix
Yesterday
Fixed flying horse bullshit
Yesterday
merge from flyinghorse_fix
Yesterday
merge from console_autocomplete_improvements
Yesterday
merge from console_autocomplete_improvements