userJarryd Campicancel

13,074 Commits over 2,376 Days - 0.23cph!

18 Days Ago
Small engine now switches to a non shadow casting static mesh at LOD 3+4
18 Days Ago
Added a boat building player inventory loadout Fixed being able to place engines and small ramps in prevent building volumes Removed some client allocations in RepairCostIndicator
18 Days Ago
Merge from main
35 Days Ago
Merge from naval_update
35 Days Ago
Fixed tutorial islands getting the wrong ID when loading a save
35 Days Ago
Fix player collider not being the right size when waking up for a frame, caused incorrect triggers to be picked up by ForceUpdateTriggers This resulted in the player being affected by the TriggerPlayerForce attached to boat blocks when waking up, which happens when entering/exiting the deep sea
35 Days Ago
Merge from boat_water_fx_optim
35 Days Ago
Even more fx optimisations, move the blocks into a work queue and support breaking out mid processing if we take too long to avoid queue overruns Also added early returns for disabling fx (so fully occluded blocks are now effectively free) and bypassed the Angle calculation if a block is fully occluded
36 Days Ago
Fixed a tarp on the elevator shaft that had LOD1 at a different position
36 Days Ago
Merge from naval_update
36 Days Ago
Fixed delay when first opening a ramp after entering network range if that ramp was in it's closed state
36 Days Ago
Improved the island appearance on the map, just gradient from sand to grass based on terrain height Better than greyscale, not quite as good as the mainland
37 Days Ago
Possible fix for all boat blocks showing splash fx in builds (should only show when their edge is unobstructed and in the water)
37 Days Ago
Fixed GrowableGenetics and UpdateResourcePings pool leaks
37 Days Ago
Fixed boogie board LOD not marked as dynamic
37 Days Ago
Fixed every impact fx in the deep sea being sand
37 Days Ago
Merge from oven_optim
37 Days Ago
Compile fixes
37 Days Ago
Merge from parent
37 Days Ago
Merge from main
37 Days Ago
Merge from naval_update
37 Days Ago
Make cooking tests editor only for now
37 Days Ago
Merge from naval_update
37 Days Ago
Industrial NRE checks
37 Days Ago
Update tests to better reflect new update flow
38 Days Ago
Cache HasAttachedStorageAdaptor Don't mark items as dirty every update, only when they pass a 5s increment Eliminates most of the MarkDirty calls and brings the 1000 oven test case under the 0.25ms budget some of the time
38 Days Ago
Convert ovens to a persistent work queue, budgeted to 0.25ms by default In the 1000 oven test case this caps out at processing around 40-50 ovens a frame
38 Days Ago
Added quick add paths for creating byproducts (charcoal) and cooking results (cooked meat or frags, sulphur, etc) This skips creating a new item and triggering the MoveToContainer process if there is already a stack of that item that we can stack onto Reorder ConsumeFuel so that the fuel item is only marked dirty once (was happening twice) Takes the worst case oven cycle for 1000 ovens creating a new item in the same frame from 270kb alloc and 18.3ms to 0b alloc and 4.62ms
38 Days Ago
Added debug.spawnOvenStressTest, spawns 1000 ovens with wood and metal ore and turns them on
38 Days Ago
Basic cooking tests, checks smelting ore and cooking food on all ovens
38 Days Ago
Merge from naval_update
38 Days Ago
Fixed tutorial island error
39 Days Ago
Merge from naval_update
39 Days Ago
Added GetMaterialAtPosition to MeshTerrainRoot, hooked up to evaluate when a position is in the deep sea This solves footstep sounds and impact fx on the deep sea islands not working as expected Had to emulate the SetupSplatLookup process from TerrainSplatMap This will be skipped on the server as MeshTerrainRoot is an IClientComponent, which I believe should be fine since we largely use this for fx S2P all islands
39 Days Ago
Fixed GroundWatch not working on small ramps
39 Days Ago
Merge from main Merged PlayerModel.IK.cs and party_hat.prefab automatically
41 Days Ago
Merge from naval_update
42 Days Ago
Merge from main
42 Days Ago
Merge from naval_update/industrial_optim
42 Days Ago
Formatting fixes
42 Days Ago
Rework buffer transfers, all tests now pass
42 Days Ago
Fixed a bunch of tests, buffer transfers still failing
42 Days Ago
Merge from naval_update
42 Days Ago
Added 15 industrial tests to the test suite Covers basic item transfers, splitting, filtering and filter fail/pass IO passthrough scenarios
42 Days Ago
Profiling
43 Days Ago
Parse the conveyor's filters into item/blueprint/category dictionaries for faster lookups Takes 800 filter checks from 1.4ms to 0.12ms
43 Days Ago
Disable pipe shadows at 25% of the cull distance Cuts out a lot of shadow casters on big industrial bases
43 Days Ago
Fixed some allocations
43 Days Ago
Big scary industrial conveyor refactor Main goal here is to try and reduce how many loops are inside loops, as this scales poorly with large item containers (every slot from every input container is iterating over every slot on every output container) Do a single prepass over all of the input items and run them through the conveyor filters, resulting in a single list of items that we can process, then attempt to move them to the output containers Improved GetTotalItemAmount as this was a major time sink when using filters with min/max amounts. Now iterates over the items directly rather than using GetSlots (which triggers another full loop over the container for every slot) Added an IEqualityComparer to ItemDefinition that just compares itemid, should speed things up when comparing ItemDefinitions
44 Days Ago
Wrapped the new time tracking in editor defines