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7,851 Commits over 1,004 Days - 0.33cph!

15 Minutes Ago
merge from animalanimation_optims
15 Minutes Ago
Fixed AnimalAnimation out of range errors
33 Minutes Ago
merge from notices_rtl_fix
49 Minutes Ago
Fixed item dropped and item pickup notices not working with RTL languages
1 Hour Ago
Fixed CraftingNotice allocating every frame when crafting an item Also converted them to RustText so they can display RTL languages
1 Hour Ago
merge from boateffects_optims
1 Hour Ago
Optimized MotorRowboat.Update, it has a slow water height check for its effects, around 0.10ms - culled by distance - skipped when stationnary for >3s
3 Hours Ago
Fixed AnimalAnimation allocating 80 bytes for each footstep
3 Hours Ago
merge from animalanimation_optims
3 Hours Ago
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3 Hours Ago
merge from texturestreaming_texturepropertiescache_fix
4 Hours Ago
Fixed TextureStreaming never filling its shader texture property cache, every belt swap was allocating all shader property names (18KB down to 1KB per swap)
4 Hours Ago
merge from lightlod_optims
4 Hours Ago
Cache DistanceFlareLOD fading action
4 Hours Ago
Fixed shadowlights convar handler stacking up across editor play sessions
4 Hours Ago
Fixed LightLOD.Awake and OnDestroy allocating The shadow caching convar callback was subscribed per light, every light spawn and destroy copied the whole handler list (had 1500 lights, 10KB every time)
4 Hours Ago
Cache AmbientLightLOD fading action
6 Hours Ago
merge from drinkingpoint_optims
6 Hours Ago
merge from drinkingpoint_optims
Today
Fixed UpdateWaterDrinkingPoint running when not needed: - now runs in the entity looking at tick every 0.1s - skipped when mounted, or when move speed is above drinkMovementSpeed Its a trace so it wasnt scaling well in big bases
Today
merge from map_optims
Today
Cache vending machines and skip rebuilding all their markers when opening the map Saves around 80ms on a server with 170 vending machines
Today
merge from console_autocomplete_improvements
Today
merge from lookatboat_optim
Today
Cache LandmarkInfos so we only rebuild them when necessary
Today
When opening the map, only rebuild the mission provider states when they changed, saves ~100ms when opening the map on my machine
Today
Cache LookAtBoatBuildingBlock action so it doesnt allocate every frame
Today
Added a log in the console when you're trying to connect to a server with Disable Game UI enabled
Today
InvokeHandler use cached method name for profiler samples, stops ~1KB/frame of string allocs in debug builds
3 Days Ago
Gun tests
3 Days Ago
Run is cancelled when the client is disconnected Client can use fixture convars More client base combat entity tests
3 Days Ago
Client tests are added to the CI test list
3 Days Ago
Fixed a bunch of failing tests
3 Days Ago
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3 Days Ago
Cleaned up test ores Added client test spawning all base combat entity and looking for errors
3 Days Ago
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3 Days Ago
Fixed test runner window not drawing tests sharing the same categories in two different realms
3 Days Ago
Client test categories
3 Days Ago
LocalPlayerTestFixture gets some nice helper methods Ore tests cleaned up
3 Days Ago
merge from main
3 Days Ago
merge from tests_merge
3 Days Ago
Test list, cleanup
3 Days Ago
merge from automated_testing
4 Days Ago
deleteEntitiesByShortname autocompletes entity names
4 Days Ago
Display name and short names are matched for items Some alloc optims
4 Days Ago
Console suggests and autocompletes entity and item names when using spawn or give commands
4 Days Ago
Collectible tests converted
4 Days Ago
Changed test list format
4 Days Ago
Added wood armor gloves to the render scene
4 Days Ago
merge from main