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7,935 Commits over 1,004 Days - 0.33cph!

Yesterday
Fixed server hip movement causing the horse to never sleep (regression from 167107 Fixed dismounted horses keeping their head turned and hip braced
Yesterday
Fixed pooling bugs messing with horse animations
Yesterday
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
Yesterday
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
Yesterday
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)
Yesterday
merge from map_optims
Yesterday
Removed so dead code in TerrainConfig following 167041
Yesterday
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
Yesterday
Reduced the legs animator culling distance if the horse is not ridden. Force fade out when stationnary
Yesterday
Skip animator updates once settled, ScaleBySpeed stops rewriting its scale while standing still
2 Days Ago
Disable the 4 RotationConstraint on horses when not wearing the LNY armour
2 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
2 Days Ago
merge from main
2 Days Ago
merge from entityflagtoggle_skipsounds
2 Days Ago
Compile fix
2 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)
2 Days Ago
merge from main
2 Days Ago
merge from entityflagtoggle_skipsounds
2 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
2 Days Ago
meger from main
2 Days Ago
Compile fix
2 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
2 Days Ago
merge from entityspawning_optims
2 Days Ago
Pooled industrial conveyors switch their hum off when retired
2 Days Ago
merge from arabic_ellipsis_fix
2 Days Ago
merge from genericpopup_rrp_fix
2 Days Ago
Forgot a file
2 Days Ago
Fixed oversized and misplaced ellipsis "..." on Arabic text, was causing "Line breaking recursion max threshold hit"
2 Days Ago
Fixed generic popup sorting issue with rrp enabled
2 Days Ago
merge from genericpopup_rrp_fix
2 Days Ago
Fixed flying horse bullshit
2 Days Ago
merge from flyinghorse_fix
2 Days Ago
merge from console_autocomplete_improvements
2 Days Ago
merge from console_autocomplete_improvements
2 Days Ago
Fixed entity and item auto completion always showing SERVER realm
2 Days Ago
Missed Poolable.cs
2 Days Ago
Same change as 166970 but for all furnace prefabs (furnace, electric furnace, large furnace)
2 Days Ago
Conveyors are poolable We prewarm 10 copies
2 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
2 Days Ago
Added SoundPlayerCull to industrial conveyors looping hum sound. It was spawned regardless of distance then paused Editor profiling, 30 conveyors spawned 150m away: - 9ms -> 2.3ms total - ~470us -> ~220us per conveyor spawn - Sound.DoUpdate per frame: 112us -> 20us (the 30 paused hums were still updated every frame)
3 Days Ago
Removed the pref to skip unity event listener baking in editor, wasn't necessary (renamed the branch to entityspawning_optims)
3 Days Ago
Added entity/item autocompletion to more commands
3 Days Ago
spawngrid and teleportany autocomplete entity names
3 Days Ago
merge from console_autocomplete_improvements
3 Days Ago
Optimized entities with flag toggles spawning: EntityFlag_Toggle now bakes its listeners at prefab preprocessing and calls them directly instead of invoking its UnityEvent The first UnityEvent invoke on every new instance looked its listeners up by reflection. Rough profiling from the editor, loading in a mix of 248 entities (io, locks, doors and some random deployables) EntityFlag.DoUpdate 26ms -> 2ms total ~100us -> ~9us per entity ~940 KB -> ~231 KB total
3 Days Ago
merge from map_optims
3 Days Ago
Fixed deep sea layer nuking all the monument markers Fixed shop markers cache being filled with junk when disconnecting/reconnecting
3 Days Ago
merge from quickcraft_optims
3 Days Ago
Optimized prefab lookups by path, we now cache exact spelling hits. Makes each FindPrefab ~7x faster on repeat calls (was around 6us per call in builds, up to 0.5ms in frames that spawn a lot when entering network range of a base) We could make prefab paths case sensitive instead, but I'm not gonna change the million callers and that could break plugins
3 Days Ago
Fixed QuickCraft.FindItems spending ~2ms checking if you own a dlc after looting an item, SteamDownloadableContent now caches the answer for each DLC