userFlaviencancel

8,218 Commits over 1,004 Days - 0.34cph!

13 Days Ago
Fixed sounds started by destroyed monument client entities when loading not being cleared correctly
13 Days Ago
Sound occlusion optims: - stop checking every wall between a sound and the camera once one wall muffles it - looping sounds occlusion rays are batched - virtualised sounds (sounds muted by unity) check occlusion every 1s instead of 0.25s Standing outside an average base with 40 looping sounds in range: ~0.65ms -> ~0.05 ms per frame
13 Days Ago
merge from railcolliders_optim
13 Days Ago
Rail segments now cook their collider mesh in a job instead of on the main thread 5.2ms -> 0.03ms on the main thread per segment
14 Days Ago
merge from buildingprivilege_cache
14 Days Ago
Comment
14 Days Ago
Fixed regression with player boat privs when using the cache
14 Days Ago
Cleaned up building priv cache vs vis tests
14 Days Ago
merge from buildingprivilege_cache
14 Days Ago
Cleanup
14 Days Ago
Reordered the check so bases with no TC are cheaper
14 Days Ago
Convared the vehicle and entity privilege changes under buildingmanager.privilegecache
14 Days Ago
Building privilege tests
14 Days Ago
Legacy shelters, vehicles and boat building stations no longer use Vis queries Same base same spot: GetVehicleBuildingPrivilege 0.34ms -> 0.01ms GetEntityBuildingPrivilege 0.84ms -> ~0
14 Days Ago
Sort the cells oldest first
14 Days Ago
Store each blocks bound centre and net id in the grid so: - blocks out of the query radius are skipped without a dictionary lookup - the age check doesnt read every block from memory Only run HasColliderWithinSphere when the block bounds aren't entirely inside the search sphere Around 0.09ms for GetBuildingPrivilege in that same base, same spot
14 Days Ago
- Skip the bounds check for blocks that aren't older than the current best block - Visit the cell you're standing in first Skips a lot of work when standing in the core or middle of a base
14 Days Ago
Attempt at global building privilege cache, using a simple grid holding all the building blocks + a collider test on the winning block, because triangles and roofs have bounds larger than their colliders Thats enough to remove the Vis Entities call and keep the same precision. Works on the client and the server In a big base, 575 blocks around me: 4.60ms -> ~0.50ms
15 Days Ago
Added alien costume to the skin viewer
15 Days Ago
merge from Halloween2026DLC
15 Days Ago
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15 Days Ago
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16 Days Ago
Building privilege debug draw convar
16 Days Ago
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16 Days Ago
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16 Days Ago
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16 Days Ago
merge from automated_testing
16 Days Ago
Building privilege notices client tests
16 Days Ago
merge from main
16 Days Ago
merge from buildingpriv_vitals_optims
16 Days Ago
Renamed the invoke UpdateLighting -> UpdateRgbLighting, was confusing when looking at the profiler
16 Days Ago
RgbEffects no longer looks up building privilege when no SteelSeries or Razer device is connected Its now also using the ignorePosition cache lookup, so it no longer fires 10 times a second while moving
16 Days Ago
Fixed vitals calling GetBuildingPrivilege ~24 times a second when walking around in a base Added an ignorePosition param for Privilege.IsCacheValid, now used by the client vitals Was taking up the 6.5ms a frame in a big base, now back to one call per second
17 Days Ago
Stop LOD components registering with occlusion culling while its off Occlusion culling never runs under RRP, but moving LODs still pushed their bounds every frame into a list that never got cleared Was ~0.5ms a frame on dynamic occludee for nothing too on average
17 Days Ago
merge from occlusionculling_leak_fix
17 Days Ago
merge from rain_optims
17 Days Ago
Optimized rain particles - rain patches now use a closest hit sphere cast instead of GamePhysics.Trace, it collected every colliders down a 1km column to keep only the top one - a patch only casts again when it moves - coming back from an alt tab doesnt fire 64 casts in the same frame - fixed rain falling under some roofs Editor profiling raining at missile silo, average per frame: 0.42ms -> 0.06ms standing, 0.11ms running, 0.14ms at 20m/s Applies to snow too
17 Days Ago
Fixed misconfigured raiding tests failing after the triangle splash bug fix
17 Days Ago
merge from animalfootsteps_optims
17 Days Ago
Set rabbit animation events culling range to 20
17 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
17 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
17 Days Ago
merge from main
17 Days Ago
merge from flexvirtualscroll_optim
17 Days Ago
merge from uicompass_optim
17 Days Ago
Fixed animal footstep sounds not playing until its first idle animation finished
17 Days Ago
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17 Days Ago
Fixed boars bulls cows and wolves having 4 left foot
17 Days Ago
merge from main
17 Days Ago
merge from automated_testing/client