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12,984 Commits over 2,376 Days - 0.23cph!

Today
Added a cached list of dynamic objects in range of the sprinkler, only check line of sight if they move 1m away from their last position Will remove any cost for splashing dynamic, non-moving objects (sleepers, dud explosives, idle players, etc)
Today
Possible refactor of how we handle finding Splashable entities for the sprinkler Uses a new SplashableStaticGrid that supports updating grid positions of deployables that are parented to moving objects (like boats) Use a new trigger attached to the sprinkler for dynamic entities (players, explosives, bees, etc), this actually results in much more responsive behaviour This removes the expensive Vis.Entities but has unfortunately introduced a raycast on the dynamic entites for every splash, still needs some thought
Today
Fixed small ramp colliders not on wood layer Increased resolution of auto generated collider mesh to fix some hioles that should be shootable
Yesterday
Map marker edit UI now appears above fog of war
Yesterday
Merge from naval_update
Yesterday
Merge from main
Yesterday
Inventory null check in Mailbox
Yesterday
Fixed not being able to switch to softcore on craggy island Don't drop softcore corpses if the deployable is on a player boat
Yesterday
Only calculate position and scale once in ImpostorBatching
Yesterday
Hooked up missing Impostor component and fixed incorrect LOD4 material on: palm_tree_tropical_small_a palm_tree_tropical_med_b palm_tree_small_a palm_tree_small_b S2P all tropical islands
Yesterday
Small engine now switches to a non shadow casting static mesh at LOD 3+4
Yesterday
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
Yesterday
Merge from main
19 Days Ago
Merge from naval_update
19 Days Ago
Fixed tutorial islands getting the wrong ID when loading a save
19 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
19 Days Ago
Merge from boat_water_fx_optim
19 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
20 Days Ago
Fixed a tarp on the elevator shaft that had LOD1 at a different position
21 Days Ago
Merge from naval_update
21 Days Ago
Fixed delay when first opening a ramp after entering network range if that ramp was in it's closed state
21 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
21 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)
21 Days Ago
Fixed GrowableGenetics and UpdateResourcePings pool leaks
21 Days Ago
Fixed boogie board LOD not marked as dynamic
21 Days Ago
Fixed every impact fx in the deep sea being sand
21 Days Ago
Merge from oven_optim
21 Days Ago
Compile fixes
21 Days Ago
Merge from parent
21 Days Ago
Merge from main
22 Days Ago
Merge from naval_update
22 Days Ago
Make cooking tests editor only for now
22 Days Ago
Merge from naval_update
22 Days Ago
Industrial NRE checks
22 Days Ago
Update tests to better reflect new update flow
22 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
22 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
22 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
22 Days Ago
Added debug.spawnOvenStressTest, spawns 1000 ovens with wood and metal ore and turns them on
22 Days Ago
Basic cooking tests, checks smelting ore and cooking food on all ovens
22 Days Ago
Merge from naval_update
22 Days Ago
Fixed tutorial island error
23 Days Ago
Merge from naval_update
23 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
23 Days Ago
Fixed GroundWatch not working on small ramps
23 Days Ago
Merge from main Merged PlayerModel.IK.cs and party_hat.prefab automatically
25 Days Ago
Merge from naval_update
26 Days Ago
Merge from main
26 Days Ago
Merge from naval_update/industrial_optim
26 Days Ago
Formatting fixes