userFlaviencancel
reporust_rebootcancel

7,932 Commits over 1,004 Days - 0.33cph!

1 Hour Ago
merge from horse_optims
1 Hour Ago
Fixed SM_DisableHorseProceduralMotion OnStateEnter allocs...
1 Hour Ago
Fixed SM_DisableHorseProceduralMotion OnStateExit allocs
1 Hour Ago
merge from horse_optims
2 Hours Ago
Well actually lets drop the sounds from missed rays because that meant all the shit at 0,0,0 would be audible now
2 Hours Ago
Fixed missed rays spawning the footstep sounds at 0,0,0 🙃
2 Hours 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
2 Hours 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 Hours 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
5 Hours Ago
Fixed UICompass copying its mat properties every frame, saves ~0.05ms a frame
5 Hours Ago
Prevent FlexVirtualScroll from running its LateUpdate when its parent canvas is disabled. Saves ~0.04ms a frame
6 Hours Ago
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6 Hours Ago
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
Today
Container tests, opens every container in the game Deleted furnace_static, its unused and cant be opened
Today
Description pass and cleanup
Today
merge from moo_tweaks
Today
Cows moo less: idle animations can now be weighted
Today
More merge fixes
Today
Post merge fixes
Today
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
Yesterday
Disable the 4 RotationConstraint on horses when not wearing the LNY armour
Yesterday
Fixed map UI allocating 2.5KB per frame when open, UpdateTerrainShaderConstants now reads the splat settings directly instead of going through the TerrainConfig getters
Yesterday
merge from main
Yesterday
merge from entityflagtoggle_skipsounds
Yesterday
Compile fix
Yesterday
Fixed the map fade never settling after closing it, every frame for ~4s it was notifying all its children UI behaviours (0.3ms/frame)
Yesterday
merge from main
Yesterday
merge from entityflagtoggle_skipsounds
Yesterday
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
Yesterday
meger from main
Yesterday
Compile fix