5,052 Commits over 792 Days - 0.27cph!
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
- Fixed serializiation layout error from Hot Reload upgrade
- Changed some default settings
Compile fixes after deleting the convar
Quick craft menu shows skins again so you know what skin you are crafting
- Quick Craft menu now updates instantly when inventory changes
- Improve the performance of quick craft, don't delete and respawn buttons everytime: just keep a set list and update them
- Extra profiling
- Remove quickcraftdelay: not needed anymore
npc_vendor_accessible_fix -> main
Remove for the travelling vendor
Fixed drone accessibility not showing up for NPC vendors.
Had to adjust all NPC Vending Machine prefabs and S2P the following:
- Stables
- Fishing Villages
- Bandit
- Outpost
player_head_stuck_fix_2 -> main
Second attempt at trying to fix the players head getting stuck down. Its due to the look direction coming in as negative in rare occasions and then freezing the ik - try and get away with clamping
windturbine_lod_fix -> main
Fixed Windturbine having a super low LOD range
Rebalanced to let us see wind turbines further (taking advantage of now batching)
mountplayersync_ai_bypass -> main (yolo)
mountplayersync_ai_bypass -> main
hot_reload_1.13.13 -> main
Update HotReload to 1.13.13