130,588 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Added methods to the texture streaming class for changing and clearing the requested mipmap level
 
                
                
                
                
                
             
         
        
            
            
            
                
                Storage room environment volumes on ghost ships is now brighter
 
                
                
                
                
                
             
         
        
            
            
            
                
                Raised scattered paper meshes to eliminate zfight on them
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed flickering glass decals from ghost_ships
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed shifting cover prefab on ghost_ship_b
 
                
                
                
                
                
             
         
        
            
            
            
                
                nets ladder volume placement polish
 
                
                
                
                
                
             
         
        
            
            
            
                
                SmallEngine fuel compile fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed incorrect materials on LOD1/2 of ghost ship C
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed one of the mast ladders no working and rail blocking
Fixed ship_trawler_c back gate not allowing enough clearance
Added ladder volumes to most hanging nets that look like they could be used to climb/board the ship
 
                
                
                
                
                
             
         
        
            
            
            
                
                Boat building station anims
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                fixed blockers around FC2
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▆▇▋▉▅ ▇▇▆▊ ▍▋▊_▅▉▆_█▄█▅▉▊_▍
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                FoliageGrid renders on closest island and resets when island changes. Handle cases of terrain being rotated when sampling terrain maps by extracting 2D worldToLocalMatrix.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from chippy_optimize
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from main -> qol_dump_improvments
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_blueprint_itemid -> main
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Revert advanced BP fragment to old item id and apply FreezeItemid label
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Swap TerrainConfig to tropical when in deep sea, fixes snowy tropical beaches
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from slots_optimize
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Update caboose versions of slot machine
Delete 6 meshes that are no longer needed, about a mb worth
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                merge from fix_chat_message_logs -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▅▌█▇▄ ▍▇▋▄ ▇▇▍▆▉▍▇▌█_▇▆▋▌▄▄▉▍_▇▄▉
 
                
                
                
                
                
             
         
        
            
            
            
                
                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)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Try to fix linux compile error again
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▉▍▇▊▊ ▇▍▆▊▅▅▊ ▅▍▌ █▊▊▆▅▇▄▉▄ ▆▍▌▆▋▍▄ ▌▅▍▉▌▊▉ █▍ █▋▌█▅, ▅▍▉▆█▇ ▉▍ ▉▉█ █▇█▊▉▋ █▋▅▇█▅▇ ▄▌ ▄▅ ▇▊▉▆▄▌▅▄ ▇▍▆ ▊█▌▉█ ▄▇▇ ▅▋█▊▇ ▅▆ ▋▊▋▅▆ ▊ ▆▇▊▍▍▆▇█▆ ▊▆▋▅▄ ▊▉ ▍▋▆▊█▍█▍▍▆▅▌▅█▆▅▋▊▇. ▄▅ ▊█▌ ▄▍▌ ▅▆ ▌-▅▄▉▆ ▋▍ ▌▉▅▇▍▋▍ ▋▄▉ ▆▌▇ ▄▄▉ ▊▊▇▆▇█ ▊▉▄▇▋▄▅▄▆ ▌▊▆▇ ▆█▄▄█▊▋▋█▊ ▄▋▅▌▉ ▇▍▌ █-▊█▌▉
▇▊▄▌ ▉▄▇█▅ ▄▊ ▋▄▊▉▌ ▉▉▊▅▍▄▉▉▆▉ ▊▆▍▅▊▌ ▇▍▋ ██▌▅ ▋▅▆▌▋█▅
 
                
                
                
                
                
             
         
        
            
            
            
                
                MeshCull the black out box
 
                
                
                
                
                
             
         
        
            
            
            
                
                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.
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from ui_overhead_optims
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed chat and sleeping bag clusters texts appearing blurry
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cannon FX restoration.
Nested them as standalone prefabs.
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from ui_overhead_optims
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added hierarchy path for non menu, game or engine UI in printCanvases command. Easier to spot canvases from entities
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed F1 tools tab hud toggles not initializing correctly following 
133710, causing half of the hud to disappear when opened
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                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.
 
                
                
                
                
                
             
         
        
            
            
            
                
                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)
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_chat_messages_logs -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix compile error on linux server build
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix chat messages not being logged to the logfile, only to the server console