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105,088 Commits over 3,806 Days - 1.15cph!

2 Days Ago
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Update: Switch to Dynamic measurements for Pool perf tests - Also moved the tests into it's own nested class since there'll be more in the future. Surprised this is not default behavior, but ah well. It does run less measurements, so it avoids random spikes. Tests: ran the pool perf tests, results line up with previous
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Skin bundle update
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Bugfix: Avoid perf degradation with many small Perf Test iterations Was caused by aggressive GC invocation, which I just ripped out - there's a better alternatives if it's truly needed. Tests: Ran the Pool bench tests, execution time went down from 3m to 3-5s
2 Days Ago
initial 2D grid for avoiding Physics checks against WaterVisibilityTrigger - Simple BitArray for static, brute-force through dynamics due to tiny count - train tunnel trigger volumes limit the usefulness of this, next step is splitting world-Y into very small number of cells
2 Days Ago
Bugfix: Avoid tracking allocations from Setup/Cleanup This fixes the bug that was invalidating measurement tracking. That said, this causes a perf regression because ExecuteSingleIteration is slow - will fix in next CL. Tests: Observed a reduction in allocation calls for Pool perf test (but not to 0, as it's picking up allocations from GC.Collect)
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New: Adding PoolTests allocation perf test Estimates the allocation speed compared to basic heap alloc when we have full capacity available. This is just for perf testing package validation(revealed 2 bugs). Tests: ran it and validated results in the Test Report window
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Add: Adding Performance Test Framework(v3.0.3) as a source package While evaluating I discovered a couple issues, so will be patching it over time Tests: wrote a pool perf test, it ran
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world_update_2/logpile_fixes -> world_update_2
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Rebalanced wood pile to 1k with hatchet
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Fixed Jackhammer causing RPC Error when used on legacy wood piles
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merge from main - rc
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fixed bird shit decal projecting on decal layer0
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Heli Error Spam Fix -> Main
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Revert heli dynamic height Should prevent error spam
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world_update_2 -> Aux2
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world_update_2/radioactive_water -> world_update_2
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Fixed server build error
3 Days Ago
world_update_2 -> Aux2
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Merge radioactive_water -> world_update_2
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Added --main container too
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Merge: from main Tests: built all modes in editor
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Update: document and test StringView.IndexOf Tests: ran the new unit tests
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Prevent being able to bully wolves by repeatedly shooting at their feet to scare them away, fix wolves trying to cancel their reaction to fire
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Streamline wolf interruption behaviour, assign target upon hearing noise
3 Days Ago
Polish and budget NPC hearing, reduce charge range
3 Days Ago
Radtown no build increased Dropzone position change S2P
3 Days Ago
softened canyon_a pinch
3 Days Ago
removed hurt volume from the frontier gate
3 Days Ago
fixed offsets in the frontier gate prefab setup renderer lod on the frontier wall variants
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WIP editor for TweakUIPresetSelect for easier editing of preset blocks
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merge from main -RC
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Applied new changes to ak for testing
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Exposed support for IK hint on left hand
3 Days Ago
Simplified editing process, eliminated a few button presses
3 Days Ago
Military tunnels S2P
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Arctic base S2P
3 Days Ago
Similarly, increased the player check radius on BaseSpawnPoint from hard-coded 2m to 10m. Added OnDrawGizmos to BaseSpawnPoint to visualise the radius. Due to how this is implemented, RadialSpawnPoint now uses 10m by default as well, but I've increased it to 20m manually for all scientist spawns. 10m is probably a better default anyway since we use the same spawn script for barrels etc as well.
3 Days Ago
Added playerCheckMargin as an additional margin around the spawn radius for human player checks in RadialSpawnPoint. New default value is 20m. Previously this used a const of 1m, so this does significantly change the behaviour of all existing RadialSpawnPoint users, but it prevents NPCs spawning closely to players.
3 Days Ago
Sample three points from the aim poses instead of two, use barycentric co-ordinates to blend between them