userJake_Richcancel

4,636 Commits over 1,310 Days - 0.15cph!

57 Days Ago
merge from fix_steam_init_analytics -> naval_update
57 Days Ago
Fix steam analytics occasionally throwing errors due to trying to get the steam ID for analytics before steam has been initialized in the editor
57 Days Ago
merge from fix_terrain_texturing_alloc -> main
57 Days Ago
Switch TerrainTexturing from managed array Color[] to NativeArray<Color> and use the temp allocator - reduces heap watermark being pushed up while loading map, though watermark is pushed higher by other parts of client loading still
57 Days Ago
merge from fix_deep_sea_portal_far -> naval_update
57 Days Ago
57 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
58 Days Ago
merge from fix_deep_sea_network_layer -> naval_update
59 Days Ago
Fix not being subscribed to deep sea network group, switch from using center of network grid bounds to using the layer
59 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
59 Days Ago
merge from fix_ghost_ship_parenting -> naval_update
59 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
2 Months Ago
merge from qol_dump_improvements -> main
2 Months Ago
Potential fix for DontDestroyInScene having too many objects
2 Months 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)
2 Months Ago
merge from main -> qol_dump_improvments
2 Months Ago
merge from fix_blueprint_itemid -> main
2 Months Ago
Update manifest
2 Months Ago
Revert advanced BP fragment to old item id and apply FreezeItemid label
2 Months 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
2 Months 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
2 Months Ago
merge from fix_chat_message_logs -> main
2 Months Ago
Try to fix linux compile error again
2 Months Ago
merge from fix_chat_messages_logs -> main
2 Months Ago
Fix compile error on linux server build
2 Months Ago
Fix chat messages not being logged to the logfile, only to the server console
2 Months Ago
merge from update_manifest_oct_25 -> main
2 Months Ago
Prefab changes after generating manifest
2 Months Ago
Manifest after updating
2 Months Ago
Skin manifest
2 Months Ago
Delete client_modding ophaned prefab to fix GenerateManifest() throwing exception
2 Months Ago
merge from optimize_water_body_culling -> main
2 Months Ago
Add a bunch of profiler samples to other things in OnPreCull() and code that uses CommandBufferManager to clarify profiling output
2 Months Ago
Fix typo in CommandBuffer.EndSample() name
2 Months 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
2 Months 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
2 Months Ago
merge from optimize_auth_list -> main
2 Months Ago
merge from optimize_findbyid -> main
2 Months Ago
merge from naval_update -> deep_sea
2 Months Ago
merge from fix_boat_drift -> naval_update
2 Months 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)
2 Months 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
2 Months Ago
Modify distance portal spawns so it always spawns far enough inside that the world repel force won't affect it
2 Months Ago
Expose world boundary repel force as convars instead of hardcoded - world_boundary_force_start_distance - world_boundary_force_offset
2 Months Ago
Lock behind `boat_drift_deep_sea` convar instead of hardcoded blocking it
2 Months Ago
Prevent boats from doing normal drifting to shore in the deep sea until we are sure that the shore vectors are correct
2 Months Ago
Fix NONE compile error in Shield.cs
2 Months Ago
merge from dynamic_occlusion_pausing -> main
2 Months Ago
Fix compile errors
2 Months Ago
Set dynamic_occlusion_pausing to enabled instead of disabled