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7,945 Commits over 1,004 Days - 0.33cph!

1 Hour Ago
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4 Hours Ago
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4 Hours Ago
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5 Hours Ago
merge from automated_testing
5 Hours Ago
Building privilege notices client tests
5 Hours Ago
merge from main
6 Hours Ago
merge from buildingpriv_vitals_optims
6 Hours Ago
Renamed the invoke UpdateLighting -> UpdateRgbLighting, was confusing when looking at the profiler
6 Hours 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
Today
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
Today
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
Today
merge from occlusionculling_leak_fix
Today
merge from rain_optims
Today
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
Today
Fixed misconfigured raiding tests failing after the triangle splash bug fix
Today
merge from animalfootsteps_optims
Today
Set rabbit animation events culling range to 20
Today
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
Today
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
Yesterday
merge from main
Yesterday
merge from flexvirtualscroll_optim
Yesterday
merge from uicompass_optim
Yesterday
Fixed animal footstep sounds not playing until its first idle animation finished
Yesterday
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Yesterday
Fixed boars bulls cows and wolves having 4 left foot
Yesterday
merge from main
Yesterday
merge from automated_testing/client
Yesterday
Compile fix
Yesterday
merge from automated_testing/client
Yesterday
Updated new tests
Yesterday
merge from main
Yesterday
merge from horse_optims
Yesterday
Fixed SM_DisableHorseProceduralMotion OnStateEnter allocs...
Yesterday
Fixed SM_DisableHorseProceduralMotion OnStateExit allocs
Yesterday
merge from horse_optims
Yesterday
Well actually lets drop the sounds from missed rays because that meant all the shit at 0,0,0 would be audible now
Yesterday
Fixed missed rays spawning the footstep sounds at 0,0,0 🙃
Yesterday
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
Yesterday
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)
Yesterday
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
Yesterday
Fixed UICompass copying its mat properties every frame, saves ~0.05ms a frame
Yesterday
Prevent FlexVirtualScroll from running its LateUpdate when its parent canvas is disabled. Saves ~0.04ms a frame
Yesterday
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Yesterday
merge from main
Yesterday
Test lists
Yesterday
We now take a screenshot when a client test fails
Yesterday
Better tree tests
Yesterday
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