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1,865 Commits over 852 Days - 0.09cph!

Yesterday
merge from fsm_optim
2 Days Ago
reduced SenseComponent overhead by about half - only gather eye information once per tick rather than per entity - reduced redundant calls into CanTarget
2 Days Ago
re-order and split checks in Trans_HasThreatTarget so that female livestock don't run any targeting checks, large part of idle fsm cost
3 Days Ago
merge from boat_test_cleanup
3 Days Ago
switched fixed wait to polling with timeout, takes 2s off another test
4 Days Ago
removed most low-quality playerboat tests from CI, fixed small bug in one
4 Days Ago
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6 Days Ago
merge from main
6 Days Ago
merge from parent
8 Days Ago
3-solver mixed-BC setup on plague hazmat for testing
8 Days Ago
debug tooling-
8 Days Ago
first pass, experimenting
9 Days Ago
Renaming and retuning
9 Days Ago
setup plague hazmat skin targets
9 Days Ago
merge from PlagueHazmat_Improvements
10 Days Ago
wip procedural animation-target skin constraint
10 Days Ago
merge from main
10 Days Ago
merge from modulator_as_struct
11 Days Ago
replaced soundpooling for a readonly struct modulator, avoids all allocs and doesn't change any of the usage
11 Days Ago
fixed jenkinsfile using wrong param name for slack channels
12 Days Ago
merge from pipe_mesh_optim
12 Days Ago
compile fix
12 Days Ago
merge from pipe_mesh_optim
12 Days Ago
moved pipe mesh generation to use the MeshData native interfaces, including port of tangent calculation - virtually 0 main-thread cost now, almost all of the work is done on job threads
12 Days Ago
merge from bone_retarget_optim
12 Days Ago
pre-initialize found bones array with the extra bones that have already been moved as part of DoBoneRetargeting to avoid pointlessly recursive searching for them - much more impactful for things like hazmat skins that have a lot of extra bones for skirts - ~0.3ms now for BoneRetarget
12 Days Ago
revert accidental cloth asset change
12 Days Ago
optim bone retarget, cache the found bones on the first lod's search so following lods can just read the cache directly ~6.5ms -> ~1ms
16 Days Ago
merge from triangle_block_isvisible_fix - stops splash damage being applied to triangle floors and frames through walls in some cases
16 Days Ago
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16 Days Ago
enable for triangle frames and foundations as well
16 Days Ago
simplified 3-triangle closest point test to a single triangle for XZ and then clamping Y to the prismatic extents, more accurate and cheaper
16 Days Ago
merge from main
16 Days Ago
stronger recursion checks
17 Days Ago
aliases show in console autocomplete results
17 Days Ago
added `alias` command that works the same as input.bind but with a custom command name instead
17 Days Ago
corrected simulation space not being handled by held items
17 Days Ago
don't gather colliders if collision is disabled
18 Days Ago
various BC improvements - collision as proper capsules again - colliders interpolate for sub-steps - fixed accumulator issue that would appear after a big spike frame - fixed issue with simulation space not actually being a simulation space
18 Days Ago
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18 Days Ago
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18 Days Ago
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18 Days Ago
merge from procgen_optim
18 Days Ago
merge from main
22 Days Ago
short test to force the extremes of DecorComponents to ensure the bounds is correct with future changes - if this broke silently rocks would just fail to spawn or spawn where they shouldn't
22 Days Ago
cleanup
22 Days Ago
merge from main
23 Days Ago
use expanded decor component bounds to early out terrain filters cheaply in decor placement - saves 12s in coastal rocks, barely saves elsewhere - can only do this because we have a cheaper hierarchal query for topology of an area now
23 Days Ago
Process cliff uniform placement validity in parallel - takes another 29s off, still matching results before optims - pivot filters are tested in large batches of all candidates and re-tested if dirtied - per-candidate orientation checks are done in parallel for passing candidates