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4,616 Commits over 1,280 Days - 0.15cph!

48 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
48 Days Ago
merge from fix_chat_message_logs -> main
48 Days Ago
Try to fix linux compile error again
48 Days Ago
merge from fix_chat_messages_logs -> main
48 Days Ago
Fix compile error on linux server build
48 Days Ago
Fix chat messages not being logged to the logfile, only to the server console
48 Days Ago
merge from update_manifest_oct_25 -> main
48 Days Ago
Prefab changes after generating manifest
48 Days Ago
Manifest after updating
48 Days Ago
Skin manifest
48 Days Ago
Delete client_modding ophaned prefab to fix GenerateManifest() throwing exception
49 Days Ago
merge from optimize_water_body_culling -> main
50 Days Ago
Add a bunch of profiler samples to other things in OnPreCull() and code that uses CommandBufferManager to clarify profiling output
50 Days Ago
Fix typo in CommandBuffer.EndSample() name
50 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
50 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
50 Days Ago
merge from optimize_auth_list -> main
50 Days Ago
merge from optimize_findbyid -> main
50 Days Ago
merge from naval_update -> deep_sea
51 Days Ago
merge from fix_boat_drift -> naval_update
51 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)
51 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
51 Days Ago
Modify distance portal spawns so it always spawns far enough inside that the world repel force won't affect it
51 Days Ago
Expose world boundary repel force as convars instead of hardcoded - world_boundary_force_start_distance - world_boundary_force_offset
51 Days Ago
Lock behind `boat_drift_deep_sea` convar instead of hardcoded blocking it
51 Days Ago
Prevent boats from doing normal drifting to shore in the deep sea until we are sure that the shore vectors are correct
51 Days Ago
Fix NONE compile error in Shield.cs
51 Days Ago
merge from dynamic_occlusion_pausing -> main
51 Days Ago
Fix compile errors
51 Days Ago
Set dynamic_occlusion_pausing to enabled instead of disabled
51 Days Ago
merge from industrial_pipe_batching -> main
51 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
51 Days Ago
merge from industrial_pipe_batching -> main
51 Days Ago
Make `batch_industrial_pipes` a non-admin convar
51 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
51 Days Ago
merge from optimize_sprinklers -> main
51 Days Ago
Fix compile error
51 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
52 Days Ago
Fix DeferredDecal component not being stripped from server entities
52 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
52 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`
52 Days Ago
53 Days Ago
Make dynamicOccludees list public so it works with the command
53 Days Ago
Set industrial adapter to not be dynamic - still gets set to dynamic at all times since it's always spawned parented to an entity
53 Days Ago
Add `print_occlusion` command to print the amount of dynamic ocludees
53 Days Ago
merge from fix_puzzle_reset_analytics_nre
53 Days Ago
Fix NRE in puzzle reset analytics when SpawnGroup referenced is destroyed
53 Days Ago
merge from fix_console_chat_message -> main
53 Days Ago
Catch error if supplying a console color that isn't a valid enum - try catch the entire console logging thread so an error won't break the console
53 Days Ago
Add `console_print_color` command to confirm colored console messages work