159,821 Commits over 4,566 Days - 1.46cph!

1 Year Ago
Merge from chippy_optimize
1 Year Ago
Don't render chippy arcade machine if player isn't in front of the machine (lol) Don't render chippy arcade machine if player is mounted to another arcade machine Don't render if the chippy game is on the main menu and we've already rendered a frame (since nothing is going to change) Disable canvas of chippy arcade machine if player isn't in range for the canvas to have anything on it Replace LOD1+2 of arcade machine with non skinned meshes, allows them to be batched Replaced some GetComponents on the server with casts since we already have access to the entity, should be a mild server side saving Gains about 30fps when standing infront of a group of 60 arcade machines
1 Year Ago
merge from main -> qol_dump_improvments
1 Year Ago
merge from fix_blueprint_itemid -> main
1 Year Ago
Update manifest
1 Year Ago
Revert advanced BP fragment to old item id and apply FreezeItemid label
1 Year 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
1 Year 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
1 Year Ago
Swap TerrainConfig to tropical when in deep sea, fixes snowy tropical beaches
1 Year Ago
Fixed offset rotation
1 Year Ago
Swapped windmills from skinned mesh renderers to regular mesh renderers. With 50 windmills (high end, all around the same lod): - saving .15 on UpdateAllSkinnedMeshes - saving ,15 on MeshSkinning.Update - Saving .12 on Animators.Update - Saving .10 on DirectionUpdateAnimationBegin/End - saving 0.07 on camera rendering
1 Year Ago
Merge from slots_optimize
1 Year Ago
Fix a prefab id
1 Year Ago
Update caboose versions of slot machine Delete 6 meshes that are no longer needed, about a mb worth
1 Year Ago
WIP
1 Year Ago
Compile fix
1 Year Ago
merge from fix_chat_message_logs -> main
1 Year Ago
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1 Year Ago
Make the slot machine and storage entity poolable, entering range of a slot machine that has already been pooled now takes 0.13ms and allocates 384b (was over 2ms)
1 Year Ago
Try to fix linux compile error again
1 Year Ago
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1 Year Ago
MeshCull the black out box
1 Year Ago
Keep aim dir on cannons local whenever they're parented(to a boat), change all of the writes to aim dir to assume the same.
1 Year Ago
merge from ui_overhead_optims
1 Year Ago
Fixed chat and sleeping bag clusters texts appearing blurry
1 Year Ago
Cannon FX restoration. Nested them as standalone prefabs.
1 Year Ago
merge from ui_overhead_optims
1 Year Ago
Added hierarchy path for non menu, game or engine UI in printCanvases command. Easier to spot canvases from entities
1 Year Ago
Fixed F1 tools tab hud toggles not initializing correctly following 133710, causing half of the hud to disappear when opened
1 Year Ago
Merge from naval_update
1 Year Ago
A whole marathon of Indirect Instancing changes: - Schedule all jobs at the beginning of LateUpdate() for better worker utilisation. - Further improve scheduling behavior by modeling actual dependencies between jobs using writes_to_* and reads_from_* handles. - Allow instance reordering and command aggregation to run in paralell to give even more flexibility to the scheduler. - Run the debug overlay (where possible) in parallel with the jobs to improve performance - Avoid garbage allocation when scheduling the frustum culling job. (GeometryUtility.CalculateFrustumPlanes) - Schedule all jobs using ScheduleByRef. - Correctly set `[ReadOnly]` and `readonly` for all jobs to help Burst as much as possible. - Make batch size tunable: `indirect_instancing.batches_per_worker` - Add somewhat automatic instrumentation to CrudeProfiler via `using` statements. - Add ProfilerMarker to mimic what Unity 6 is doing with `using` statements. (Still need to verify it this compiles out properly.) - Add more profiler instrumentation. - Rename a ton of things for clarity. - Remove CommandBuffer. We won't need it where we're going.
1 Year Ago
Slot machine optimisation pass - halved the file size of the prefab, removed all skinned renderers Removed all allocations from client side invokes Don't spawn the payout UI elements until the player is with 15m (when the canvas would enable)
1 Year Ago
merge from fix_chat_messages_logs -> main
1 Year Ago
Fix compile error on linux server build
1 Year Ago
Fix chat messages not being logged to the logfile, only to the server console
1 Year Ago
merge from main (using main version of all the prefabs changed by a manifest update in naval)
1 Year Ago
merge from update_manifest_oct_25 -> main
1 Year Ago
Fixed farm barge NPC opening door too early
1 Year Ago
Prefab changes after generating manifest
1 Year Ago
Manifest after updating
1 Year Ago
Skin manifest
1 Year Ago
merge from ui_overhead_optimms
1 Year Ago
Merge from floating_cities
1 Year Ago
Delete client_modding ophaned prefab to fix GenerateManifest() throwing exception
1 Year Ago
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1 Year Ago
Spawns. Splat polish.
1 Year Ago
Fixed hudcomponent command messing with all these optims, we now toggle gameobjects only and keep the canvases untouched
1 Year Ago
Crosshair disables its canvas when hidden
1 Year Ago
floating city 4 latest
1 Year Ago
Now disable their canvas when invisible: Rock paper scissors Camera overlay Scope overlay Fixed blackout overlays not turning off completely