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1,844 Commits over 852 Days - 0.09cph!

Today
merge from pipe_mesh_optim
Today
compile fix
Today
merge from pipe_mesh_optim
Today
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
Today
merge from bone_retarget_optim
Today
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
Yesterday
revert accidental cloth asset change
Yesterday
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
5 Days Ago
merge from triangle_block_isvisible_fix - stops splash damage being applied to triangle floors and frames through walls in some cases
5 Days Ago
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5 Days Ago
enable for triangle frames and foundations as well
5 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
5 Days Ago
merge from main
5 Days Ago
stronger recursion checks
6 Days Ago
aliases show in console autocomplete results
6 Days Ago
added `alias` command that works the same as input.bind but with a custom command name instead
6 Days Ago
corrected simulation space not being handled by held items
6 Days Ago
don't gather colliders if collision is disabled
7 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
7 Days Ago
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7 Days Ago
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7 Days Ago
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7 Days Ago
merge from procgen_optim
7 Days Ago
merge from main
11 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
11 Days Ago
cleanup
11 Days Ago
merge from main
12 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
12 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
13 Days Ago
made costal cliffs take 2s instead of 34s by adding caching to the recursive search (maxed around 400KB memory at max) - falls back to recursive if the cache misses
13 Days Ago
improved monument placement - 13s faster - split tier check out to early exit as a first check and water check to run at the end - let distance checks exit early on the first monument it finds that's too close, reject behaviour is the same
13 Days Ago
replaced topology query job with direct call into burst compiled code via blittable UnsafeList<T>, the tiny job runbyref overhead adds up with the amount of queries we make - shaves another 22s off, which is ridiculous
13 Days Ago
merge from erosion_optim - ~22s faster on a 4000 map, overall savings now ~67s or ~18%
13 Days Ago
removed repeated check of 0 orientation on cliff placement where we'd check it on both sign flips across X and Z - cuts an additional 19.1s with matching results
13 Days Ago
hierarchal topology map - saved ~19.5s locally on a 4k procgen, identical results
18 Days Ago
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22 Days Ago
merge from main
22 Days Ago
handling deformation with building - deployables have configurable tolerance of error between current deformation and original height - foundations can cover small, but always place casted against the original height of the terrain, disallowed over deep carves
22 Days Ago
merge from sprint_shoot_anim_fix
22 Days Ago
sprint modifier subsystem uses networked attack signals to disable sprint anim instead of local-only data
25 Days Ago
mrege from main
26 Days Ago
big gross protection overlay debug renderfeature in RRP, signifantly nicer than running around with ddraw
26 Days Ago
protection setup on rocks and foundations
26 Days Ago
deformation protection - pre-baked static protection from topology and spawned rocks - entity-provided protection from foundations
28 Days Ago
pefab explosive setup on some weapons
28 Days Ago
explosive crater definition support, reworked shapes to apply in 3D space with respect to blocking objects
28 Days Ago
merge from hazmat_trophy_fixes
28 Days Ago
added missing BC component to froniter and pilot hazmats, lost when they were rerigged
28 Days Ago
foliage deformation experimental modes 0: invalidate cell and re-place foliage 1: acts as foliage displacement with convar for displacement/depth mod 2: acts as a mask to remove foliage from deformed areas
28 Days Ago
client handling terrain deformations in the clipmap render - writes a mask for deformed terrain and uses it to switch between procedural normals and pre-baked - culling bounds also extends down to cover max deformation on each cell - foliage grid invalidates per-cell for deformation, probably should mask it out or act as displacement though