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7,955 Commits over 1,004 Days - 0.33cph!

11 Minutes Ago
Legacy shelters, vehicles and boat building stations no longer use Vis queries Same base same spot: GetVehicleBuildingPrivilege 0.34ms -> 0.01ms GetEntityBuildingPrivilege 0.84ms -> ~0
3 Hours Ago
Sort the cells oldest first
3 Hours Ago
Store each blocks bound centre and net id in the grid so: - blocks out of the query radius are skipped without a dictionary lookup - the age check doesnt read every block from memory Only run HasColliderWithinSphere when the block bounds aren't entirely inside the search sphere Around 0.09ms for GetBuildingPrivilege in that same base, same spot
Today
- Skip the bounds check for blocks that aren't older than the current best block - Visit the cell you're standing in first Skips a lot of work when standing in the core or middle of a base
Today
Attempt at global building privilege cache, using a simple grid holding all the building blocks + a collider test on the winning block, because triangles and roofs have bounds larger than their colliders Thats enough to remove the Vis Entities call and keep the same precision. Works on the client and the server In a big base, 575 blocks around me: 4.60ms -> ~0.50ms
Yesterday
Added alien costume to the skin viewer
Yesterday
merge from Halloween2026DLC
Yesterday
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Yesterday
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2 Days Ago
Building privilege debug draw convar
2 Days Ago
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2 Days Ago
merge from automated_testing
2 Days Ago
Building privilege notices client tests
2 Days Ago
merge from main
2 Days Ago
merge from buildingpriv_vitals_optims
2 Days Ago
Renamed the invoke UpdateLighting -> UpdateRgbLighting, was confusing when looking at the profiler
2 Days Ago
RgbEffects no longer looks up building privilege when no SteelSeries or Razer device is connected Its now also using the ignorePosition cache lookup, so it no longer fires 10 times a second while moving
2 Days Ago
Fixed vitals calling GetBuildingPrivilege ~24 times a second when walking around in a base Added an ignorePosition param for Privilege.IsCacheValid, now used by the client vitals Was taking up the 6.5ms a frame in a big base, now back to one call per second
3 Days Ago
Stop LOD components registering with occlusion culling while its off Occlusion culling never runs under RRP, but moving LODs still pushed their bounds every frame into a list that never got cleared Was ~0.5ms a frame on dynamic occludee for nothing too on average
3 Days Ago
merge from occlusionculling_leak_fix
3 Days Ago
merge from rain_optims
3 Days Ago
Optimized rain particles - rain patches now use a closest hit sphere cast instead of GamePhysics.Trace, it collected every colliders down a 1km column to keep only the top one - a patch only casts again when it moves - coming back from an alt tab doesnt fire 64 casts in the same frame - fixed rain falling under some roofs Editor profiling raining at missile silo, average per frame: 0.42ms -> 0.06ms standing, 0.11ms running, 0.14ms at 20m/s Applies to snow too
3 Days Ago
Fixed misconfigured raiding tests failing after the triangle splash bug fix
3 Days Ago
merge from animalfootsteps_optims
3 Days Ago
Set rabbit animation events culling range to 20
3 Days 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
3 Days 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
3 Days Ago
merge from main
3 Days Ago
merge from flexvirtualscroll_optim
3 Days Ago
merge from uicompass_optim
3 Days Ago
Fixed animal footstep sounds not playing until its first idle animation finished
3 Days Ago
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3 Days Ago
Fixed boars bulls cows and wolves having 4 left foot
3 Days Ago
merge from main
3 Days Ago
merge from automated_testing/client
3 Days Ago
Compile fix
3 Days Ago
merge from automated_testing/client
3 Days Ago
Updated new tests
3 Days Ago
merge from main
4 Days Ago
merge from horse_optims
4 Days Ago
Fixed SM_DisableHorseProceduralMotion OnStateEnter allocs...
4 Days Ago
Fixed SM_DisableHorseProceduralMotion OnStateExit allocs
4 Days Ago
merge from horse_optims
4 Days Ago
Well actually lets drop the sounds from missed rays because that meant all the shit at 0,0,0 would be audible now
4 Days Ago
Fixed missed rays spawning the footstep sounds at 0,0,0 🙃
4 Days Ago
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
4 Days Ago
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)
4 Days Ago
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