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4,581 Commits over 1,280 Days - 0.15cph!

30 Days Ago
30 Days Ago
Try to keep the deep sea portal 600m from the edge of the map so it leaves space for oil rigs rather than being 1.5km+ from shore - still clamp to maximum distance of 4km from center of map
31 Days Ago
merge from fix_deep_sea_network_layer -> naval_update
31 Days Ago
Fix not being subscribed to deep sea network group, switch from using center of network grid bounds to using the layer
31 Days Ago
Fix deep sea network groups being visible if you get close enough to the border, and vise-versa for main island network groups - move deep sea groups onto their own layer despite being in the same physical height
31 Days Ago
merge from fix_ghost_ship_parenting -> naval_update
31 Days Ago
Add a couple of `parent.ShouldChildrenInheritNetworkGroup()` that were missing beside existing `ShouldInheritNetworkGroup()` calls - should fix NPCs parented to ghost ships being global networked instead of local
35 Days Ago
merge from qol_dump_improvements -> main
35 Days Ago
Potential fix for DontDestroyInScene having too many objects
35 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)
36 Days Ago
merge from main -> qol_dump_improvments
36 Days Ago
merge from fix_blueprint_itemid -> main
36 Days Ago
Update manifest
36 Days Ago
Revert advanced BP fragment to old item id and apply FreezeItemid label
36 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
36 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
36 Days Ago
merge from fix_chat_message_logs -> main
36 Days Ago
Try to fix linux compile error again
36 Days Ago
merge from fix_chat_messages_logs -> main
36 Days Ago
Fix compile error on linux server build
36 Days Ago
Fix chat messages not being logged to the logfile, only to the server console
36 Days Ago
merge from update_manifest_oct_25 -> main
36 Days Ago
Prefab changes after generating manifest
36 Days Ago
Manifest after updating
36 Days Ago
Skin manifest
36 Days Ago
Delete client_modding ophaned prefab to fix GenerateManifest() throwing exception
37 Days Ago
merge from optimize_water_body_culling -> main
38 Days Ago
Add a bunch of profiler samples to other things in OnPreCull() and code that uses CommandBufferManager to clarify profiling output
38 Days Ago
Fix typo in CommandBuffer.EndSample() name
38 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
38 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
38 Days Ago
merge from optimize_auth_list -> main
38 Days Ago
merge from optimize_findbyid -> main
38 Days Ago
merge from naval_update -> deep_sea
38 Days Ago
merge from fix_boat_drift -> naval_update
38 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)
39 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
39 Days Ago
Modify distance portal spawns so it always spawns far enough inside that the world repel force won't affect it
39 Days Ago
Expose world boundary repel force as convars instead of hardcoded - world_boundary_force_start_distance - world_boundary_force_offset
39 Days Ago
Lock behind `boat_drift_deep_sea` convar instead of hardcoded blocking it
39 Days Ago
Prevent boats from doing normal drifting to shore in the deep sea until we are sure that the shore vectors are correct
39 Days Ago
Fix NONE compile error in Shield.cs
39 Days Ago
merge from dynamic_occlusion_pausing -> main
39 Days Ago
Fix compile errors
39 Days Ago
Set dynamic_occlusion_pausing to enabled instead of disabled
39 Days Ago
merge from industrial_pipe_batching -> main
39 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
39 Days Ago
merge from industrial_pipe_batching -> main
39 Days Ago
Make `batch_industrial_pipes` a non-admin convar
39 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