userFlaviencancel

8,326 Commits over 1,035 Days - 0.34cph!

30 Days Ago
Fixed AnimalAnimation allocating 80 bytes for each footstep
30 Days Ago
merge from animalanimation_optims
30 Days Ago
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30 Days Ago
merge from texturestreaming_texturepropertiescache_fix
30 Days 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)
30 Days Ago
merge from lightlod_optims
30 Days Ago
Cache DistanceFlareLOD fading action
30 Days Ago
Fixed shadowlights convar handler stacking up across editor play sessions
30 Days 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)
30 Days Ago
Cache AmbientLightLOD fading action
30 Days Ago
merge from drinkingpoint_optims
30 Days Ago
merge from drinkingpoint_optims
30 Days Ago
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
30 Days Ago
merge from map_optims
30 Days Ago
Cache vending machines and skip rebuilding all their markers when opening the map Saves around 80ms on a server with 170 vending machines
30 Days Ago
merge from console_autocomplete_improvements
30 Days Ago
merge from lookatboat_optim
30 Days Ago
Cache LandmarkInfos so we only rebuild them when necessary
30 Days Ago
When opening the map, only rebuild the mission provider states when they changed, saves ~100ms when opening the map on my machine
31 Days Ago
Cache LookAtBoatBuildingBlock action so it doesnt allocate every frame
31 Days Ago
Added a log in the console when you're trying to connect to a server with Disable Game UI enabled
31 Days Ago
InvokeHandler use cached method name for profiler samples, stops ~1KB/frame of string allocs in debug builds
33 Days Ago
Gun tests
33 Days Ago
Run is cancelled when the client is disconnected Client can use fixture convars More client base combat entity tests
33 Days Ago
Client tests are added to the CI test list
33 Days Ago
Fixed a bunch of failing tests
33 Days Ago
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33 Days Ago
Cleaned up test ores Added client test spawning all base combat entity and looking for errors
33 Days Ago
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33 Days Ago
Fixed test runner window not drawing tests sharing the same categories in two different realms
33 Days Ago
Client test categories
33 Days Ago
LocalPlayerTestFixture gets some nice helper methods Ore tests cleaned up
33 Days Ago
merge from main
33 Days Ago
merge from tests_merge
33 Days Ago
Test list, cleanup
33 Days Ago
merge from automated_testing
34 Days Ago
deleteEntitiesByShortname autocompletes entity names
34 Days Ago
Display name and short names are matched for items Some alloc optims
34 Days Ago
Console suggests and autocompletes entity and item names when using spawn or give commands
34 Days Ago
Collectible tests converted
34 Days Ago
Changed test list format
34 Days Ago
Added wood armor gloves to the render scene
34 Days Ago
merge from main
34 Days Ago
Realmed test list, dropped null fields
34 Days Ago
CLIENT editor can export the test list, will append the client tests
34 Days Ago
Namespaced TestRunner 2
34 Days Ago
Namespaced TestRunner
34 Days Ago
Client can communicate with the test server Folded some classes, cleanup
34 Days Ago
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34 Days Ago
LocalPlayerTestFixture cleanup