192,951 Commits over 4,049 Days - 1.99cph!
Clean: remove my testing setup
Test: none, trivial change
Optim: send small server-side analytics events using the same task thread
- Controlled via analytics.small_buffer_send_limit - to disable, set to -1, to enable for everything set to
999999
- Default to 16KB
- Preserved between server restarts
This avoids ~1KB of allocations just to schedule another async task per upload. On busy servers(100pop) this can save 0.8MB per frame.
Tests: booted in editor to check the command presence
Tiger drag corpses away when approached while eating them
merge from effectscale_fix
Fixed effects using EffectScaleWithCameraDistance being incorrectly scaled when far from the world origin
We were calculating the cam distance based on the effect local pos instead of its world pos
remove/disable unused stuff
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Fixed Triangle Railroad Planter not having a backface allowing players to look through it on a triangle floor grill
disabling/enabling wheel colliders with sleep state to reduce overhead
Bugfix: EventRecord.AddField(bool) now respects it's param
Lucky for us, wasn't used anywhere outside of tests.
Tests: none, trivial change
Created master swarms. These swarms output a small swarm every 1 minute (total up to 3)
Bee grenade now uses new swarms
Update: adding a couple perf tests for EventRecord
- also removed one of profilign scopes since I don't need it anymore
Used them to check if packing EventRecordField would give any perf benefit, and it's a no - indistinguishable from noise.
Tests: ran the new tests
Prefabbed some missed sections of walkway. Replaced meshes in zigg scene with prefabs. Updated asset gym.
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Tweaks to CookingTable lighting to stop bleed onto the top shelf where food being cooked is now shown.
reset weather update sequences when enabling clouds
LOD0 and prefabs setup condenser tanks smalls
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HBHF sensor optimisations:
Reduced the trigger radius to 11m, closer to the sensor max range (10m)
Disable the detectiong trigger when the sensor is not powered
Set the exclude layers
exported some tiger animations with wibbley wobbley tail physics
Chicken reaction animation update
merge from buildingprivilege_cache_fix
Fixed entity building privilege cache reading as false negative, fixes shelter giving 0 building privilege
fix terrain paint layer shader error
optimise_fogoverlay -> crafting_update
Added profiling to the fog overlay
Optimise UIFogOverlay. Now only looks at nearby active smoke grenades (using a spatial grid).
It used to loop through every active smoke grenade on the map.
Optim: Allocate scratch buffer on the stack instead of thread local mem
Perf tests showed same performance, so we can save on the global allocation
Tests: ran editor on craggy
Added World Model FBX and Material for the Wheat, Rose, Orchid and Sunflower Seed World Models
Fix armour slot issue when reskinning certain items, which only showed up after item ownership merge (my bug - worked before the merge by luck)
Bees now die in the smoke of a smoke grenade
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Bee grenade base crafting pass
Prefabbed concrete walkway kit. Added custom COL. Added to Asset Gym