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7,946 Commits over 1,004 Days - 0.33cph!

2 Days Ago
Description pass and cleanup
2 Days Ago
merge from moo_tweaks
2 Days Ago
Cows moo less: idle animations can now be weighted
3 Days Ago
More merge fixes
3 Days Ago
Post merge fixes
3 Days Ago
Some cleanup, converted some old tests
3 Days Ago
merge from main
3 Days Ago
Fixed copypaste erroring when pasting invulnerable entities
3 Days Ago
merge from horse_optims
3 Days Ago
Compile fix
3 Days Ago
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3 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
3 Days Ago
Fixed pooling bugs messing with horse animations
3 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
3 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
3 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)
3 Days Ago
merge from map_optims
3 Days Ago
Removed so dead code in TerrainConfig following 167041
3 Days Ago
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
3 Days Ago
Reduced the legs animator culling distance if the horse is not ridden. Force fade out when stationnary
3 Days Ago
Skip animator updates once settled, ScaleBySpeed stops rewriting its scale while standing still
3 Days Ago
Disable the 4 RotationConstraint on horses when not wearing the LNY armour
3 Days Ago
Fixed map UI allocating 2.5KB per frame when open, UpdateTerrainShaderConstants now reads the splat settings directly instead of going through the TerrainConfig getters
3 Days Ago
merge from main
3 Days Ago
merge from entityflagtoggle_skipsounds
3 Days Ago
Compile fix
3 Days Ago
Fixed the map fade never settling after closing it, every frame for ~4s it was notifying all its children UI behaviours (0.3ms/frame)
3 Days Ago
merge from main
3 Days Ago
merge from entityflagtoggle_skipsounds
3 Days Ago
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
3 Days Ago
meger from main
3 Days Ago
Compile fix
3 Days Ago
EntityFlag_Toggle events now skips one shot sounds the first time it runs, when entity spawns - fixes furnaces playing their extinguish sound when spawned (many other entities had the same issue: campfire, mixing table..) - it didn't cause any perf issues before: the sound manager drops one shot sounds beyond their audible range, and entities spawned at network range, far beyond it - now that we have base occlusion, you could hear them spawning which was an issue for both gameplay and performance
3 Days Ago
merge from entityspawning_optims
3 Days Ago
Pooled industrial conveyors switch their hum off when retired
3 Days Ago
merge from arabic_ellipsis_fix
3 Days Ago
merge from genericpopup_rrp_fix
3 Days Ago
Forgot a file
3 Days Ago
Fixed oversized and misplaced ellipsis "..." on Arabic text, was causing "Line breaking recursion max threshold hit"
3 Days Ago
Fixed generic popup sorting issue with rrp enabled
3 Days Ago
merge from genericpopup_rrp_fix
3 Days Ago
Fixed flying horse bullshit
3 Days Ago
merge from flyinghorse_fix
3 Days Ago
merge from console_autocomplete_improvements
3 Days Ago
merge from console_autocomplete_improvements
3 Days Ago
Fixed entity and item auto completion always showing SERVER realm
3 Days Ago
Missed Poolable.cs
3 Days Ago
Same change as 166970 but for all furnace prefabs (furnace, electric furnace, large furnace)
4 Days Ago
Conveyors are poolable We prewarm 10 copies
4 Days Ago
We now prefill our pool with up to 30 copies of the most used io entities. The first time you load a big base will be a tad faster at the expense of more upfront memory You're going to load them as soon as you load the local zerg base anyway