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4,374 Commits over 1,249 Days - 0.15cph!

3 Days Ago
merge from qol_dump_improvements -> main
3 Days Ago
Potential fix for DontDestroyInScene having too many objects
3 Days Ago
More improvements - add profiler samples around each area so you can see why the whole dump takes 5+ seconds - add Hierarchy.Total that shows total size of each part of hierarchy + all children (so you can see what hierarchy has 100k+ components)
4 Days Ago
merge from main -> qol_dump_improvments
4 Days Ago
merge from fix_blueprint_itemid -> main
4 Days Ago
Update manifest
4 Days Ago
Revert advanced BP fragment to old item id and apply FreezeItemid label
4 Days Ago
Prevent ItemDefinition from recaulating it's ItemId if the asset has the `FreezeItemId` label - exposing as label instead of bool so people don't actively use this hack
4 Days Ago
Number of improvements to the dump command - TLDR sometimes the scene files were correct, sometimes the overall information was correct, now scenes & overall information should be correct - create a dump for the "DontDestroyOnLoad" scene (it's not really a scene but contains all our PrefabWarmup components) - for certain dump text files, create separate files for active vs inactive objects - fix only dumping the active roots and not all roots, active & inactive
4 Days Ago
merge from fix_chat_message_logs -> main
4 Days Ago
Try to fix linux compile error again
4 Days Ago
merge from fix_chat_messages_logs -> main
4 Days Ago
Fix compile error on linux server build
4 Days Ago
Fix chat messages not being logged to the logfile, only to the server console
4 Days Ago
merge from update_manifest_oct_25 -> main
4 Days Ago
Prefab changes after generating manifest
4 Days Ago
Manifest after updating
4 Days Ago
Skin manifest
4 Days Ago
Delete client_modding ophaned prefab to fix GenerateManifest() throwing exception
5 Days Ago
merge from optimize_water_body_culling -> main
6 Days Ago
Add a bunch of profiler samples to other things in OnPreCull() and code that uses CommandBufferManager to clarify profiling output
6 Days Ago
Fix typo in CommandBuffer.EndSample() name
6 Days Ago
Start with simple culling of frustum planes on main thread - cuts command buffer from 0.40ms -> 0.10ms (0.20ms on 2.5km render range?), increases creation of CommandBuffer from 0.10ms -> 0.13ms - add more profiler samples
6 Days Ago
Add sample names to the FillCommandBuffer_Depth CommandBuffer so you can see how long the WaterCamera part of the command buffer takes and how long specifically for lakes and rivers to render
6 Days Ago
merge from optimize_auth_list -> main
6 Days Ago
merge from optimize_findbyid -> main
6 Days Ago
merge from naval_update -> deep_sea
7 Days Ago
merge from fix_boat_drift -> naval_update
7 Days Ago
Shrink ValidBounds back to 8km * 8km (old size) and rely on ValidBounds checking the DeepSeaBounds separately (we already added it but were both increasing the size & checking if the entity was inside the deep sea)
7 Days Ago
Try again because I didn't realize we check both worldBounds (hardcoded physx area) and TerrainMeta.Margin (TerrainSize * 3) inside ValidBounds, so need to account for both of those
7 Days Ago
Modify distance portal spawns so it always spawns far enough inside that the world repel force won't affect it
7 Days Ago
Expose world boundary repel force as convars instead of hardcoded - world_boundary_force_start_distance - world_boundary_force_offset
7 Days Ago
Lock behind `boat_drift_deep_sea` convar instead of hardcoded blocking it
7 Days Ago
Prevent boats from doing normal drifting to shore in the deep sea until we are sure that the shore vectors are correct
7 Days Ago
Fix NONE compile error in Shield.cs
7 Days Ago
merge from dynamic_occlusion_pausing -> main
7 Days Ago
Fix compile errors
7 Days Ago
Set dynamic_occlusion_pausing to enabled instead of disabled
7 Days Ago
merge from industrial_pipe_batching -> main
7 Days Ago
Add `print_memory_batching_detailed` command to print out memory usage of individual batches - can supply filter to filter based on material name
7 Days Ago
merge from industrial_pipe_batching -> main
7 Days Ago
Make `batch_industrial_pipes` a non-admin convar
7 Days Ago
Add `print_memory_industrial` and `print_memory_batching` commands to show how much memory is being used by batching and industrial pipe meshes respectfully - batching will include both inactive renderers and active renderers since mesh memory is still used while the renderer is turned off
7 Days Ago
merge from optimize_sprinklers -> main
7 Days Ago
Fix compile error
7 Days Ago
Add `skinned_placeholder` convar to control if sprinklers will use static placeholders or not - default enabled - refresh_renderers will update placeholders if convar is changed
8 Days Ago
Fix DeferredDecal component not being stripped from server entities
8 Days Ago
Refactor copypaste into multiple methods to try and figure out why certain foundations and walls are missing from pastes - unsure if it's a problem with copying or pasting so starting with pasting - move RemoveOpthanedChildren() above when we start to spawn entities - try to spawn entities in multiple passes to ensure parents are all spawned before children - add more logging
8 Days Ago
Switch certain dynamic occlusion entities to static occludees when we know they can't move - convar `dynamic_occlusion_pausing` (0 = off, 1 = codelocks + industrial adapters on boxes, 2 = codelocks on doors) - currently (and by default) every entity is considered dynamic if parented - now certain entities can indicate if they are static (like boxes) - converts codelocks to dynamic while the door is opening, converts back to static once finished - will check all parents so a box parented to a tugboat will still be considered dynamic since it will find the tugboat as root parent - reduces dynamic ocludee count by 80% (417->74) on a sample base (converts nearly all codelocks and industrial adapters) - refresh entity dynamic status when running `refresh_renderers`
8 Days Ago