5,068 Commits over 792 Days - 0.27cph!
quick_craft_improvements -> main
- Made both convars 'Saved'
- Enusre memu points to the right one
- Codegen
main -> quick_craft_improvements
- Improved steering all around
- Removed the jiggle
- Increased far point distance
- Allowed 0 movement to be a valid case for the context direction
- Gas pedal forces 0 with a 0 movement direction
Scientist Boats: Add hysteresis to the gas pedal. Boats will only reverse provided the dot direction is high enough and the flip gate is open
boatai_boxing_fix -> main
Implement IEquatable to bypass the ::Equals usage (when adding to a set)
quick_craft_improvements -> main
Dont downcast list type when passing as an argument
Fixed menu slider being set to an integer value (now float)
Menu scene changes (missed file)
New change: prevent the quick craft menu from updating if you are pressing buttons, it's subtle but this stops a spam click making the button dissapear before you are ready - makes it a bit easier to see what's going on
- Fixed the favouriting button not working (include it in the hash calculations)
- Adjusted menu setting
Reintroduced inventory.quickcraftdelay
This prevents you from spam clicking a quick craft button if the menu has recently refreshed, preventing misclicks.
Added a menu item, so its adjustable not just with a convar
main -> quick_craft_improvements
Split Autoturret into multiple work queues:
Ammo,
Scan,
Tick
Keep Aiming/Rotating code in the 66hz loop
Move TargetAquisition/Thinking/Firing to a 10hz work queue scheduling loop
Around a 0.3ms in improvement (in spikes) on idle with 500 turrets.
Split off autoturret ammo updating into its own queue
No need to sort rays - we are looping over them all anyway
I'm sure theres some minor concerns with the relevant collider 'usually' being first, but the loop isnt the expensive bit
The scale of the sorting is
Don't need to check peekers if the target isn't a player. Should save us some cycles
main -> autoturret_improvements
Introduce some inaccuracy and bursts when Scientists are firing the mounted weapons on the PT Boat
- Codegen
scientist_boat_ai_inaccuracy -> main
- Setup customizable properties (servervars)
- Codegen
adjust bouyancy pausing step
Set y height to 0 now instead of trying to grab the water level (failing and giving us -16?)
Add a convar for debugging the boat ai flipping eject
- Codegen
main -> mountplayersync_ai_bypass
missing_script_errors -> main
Remove Phrases.asset - unused
Decreasse Scientist RHIB AI HP by 40%
main -> scientist_boat_ai
autoturret_improvements -> main
quick_craft_improvements -> main
I left a bunch of logs again
Fixed turrets not following proper aim direction if it doest have a target (on the server code), so its ready to auto snap when we swap back to the server auth side
- Compile fix
Dirty aim direction angle changed from 0.03 (it basically never ran) to 1
- Instantly reduced turret snapshots when aiming to a target
- Lerped on the client anyway so it doesnt make too much of a difference apart from reducing packets
Fix cant start coroutine because object is inactive error
quickcraft_improvements -> main
Make the Autoturret idle animation run only on the client.
This prevents turrets constantly sending network aim direction update packets constantly even when they have no target or are around no players
Saves roughly 20KB/s for our big turret base save
quick_craft_improvements -> main
Minor quick craft button cleanup
Opening Quick Craft down from 5.50ms to 3.39ms
- Minor Cleanup
Taper the quick craft rebuild over a few frames with coroutines to half the workload
hotreload_serialization_fix_2 -> main
Patch out the rest of the items we dont need: android app support and expose server stuff