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7,978 Commits over 1,004 Days - 0.33cph!

4 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
4 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
4 Days Ago
merge from main
4 Days Ago
merge from flexvirtualscroll_optim
4 Days Ago
merge from uicompass_optim
4 Days Ago
Fixed animal footstep sounds not playing until its first idle animation finished
4 Days Ago
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4 Days Ago
Fixed boars bulls cows and wolves having 4 left foot
4 Days Ago
merge from main
4 Days Ago
merge from automated_testing/client
4 Days Ago
Compile fix
4 Days Ago
merge from automated_testing/client
4 Days Ago
Updated new tests
4 Days Ago
merge from main
5 Days Ago
merge from horse_optims
5 Days Ago
Fixed SM_DisableHorseProceduralMotion OnStateEnter allocs...
5 Days Ago
Fixed SM_DisableHorseProceduralMotion OnStateExit allocs
5 Days Ago
merge from horse_optims
5 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
5 Days Ago
Fixed missed rays spawning the footstep sounds at 0,0,0 🙃
5 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
5 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)
5 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
5 Days Ago
Fixed UICompass copying its mat properties every frame, saves ~0.05ms a frame
5 Days Ago
Prevent FlexVirtualScroll from running its LateUpdate when its parent canvas is disabled. Saves ~0.04ms a frame
5 Days Ago
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5 Days Ago
merge from main
5 Days Ago
Test lists
5 Days Ago
We now take a screenshot when a client test fails
5 Days Ago
Better tree tests
5 Days Ago
Better gun tests
5 Days Ago
Container tests, opens every container in the game Deleted furnace_static, its unused and cant be opened
5 Days Ago
Description pass and cleanup
5 Days Ago
merge from moo_tweaks
5 Days Ago
Cows moo less: idle animations can now be weighted
5 Days Ago
More merge fixes
5 Days Ago
Post merge fixes
5 Days Ago
Some cleanup, converted some old tests
5 Days Ago
merge from main
5 Days Ago
Fixed copypaste erroring when pasting invulnerable entities
5 Days Ago
merge from horse_optims
5 Days Ago
Compile fix
5 Days Ago
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5 Days Ago
Fixed server hip movement causing the horse to never sleep (regression from 167107 Fixed dismounted horses keeping their head turned and hip braced
5 Days Ago
Fixed pooling bugs messing with horse animations
5 Days Ago
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
5 Days Ago
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
5 Days Ago
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)
5 Days Ago
merge from map_optims
5 Days Ago
Removed so dead code in TerrainConfig following 167041