branchrust_reboot/main/farming_optimisationcancel
Yesterday
Fixed growable entities updating their quality twice when consuming water
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Yesterday
Liquid Containers will now automatically evenly distribute their water between up to 3 connected liquid containers Liquid Containers now cache the targets for pushing water instead of calculating/traversing the IO system every time they push water
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Yesterday
Merge from main
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Yesterday
Subtract 53586 (already getting pooled on a different branch)
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2 Days Ago
Planters, sprinklers, water pump, fluid switch are now poolable
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4 Days Ago
Added a GrowableHeatSource component to make heaters affect plants Uses the new TimeCachedValue to prevent repeated artificial temperature checks (like light checks)
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4 Days Ago
The powered water purifier will stop converting salt water when it's output container is full, will automatically resume once some fresh water is removed
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5 Days Ago
Comment TimeCachedValue
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5 Days Ago
Revert line of sight change on sprinkler
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5 Days Ago
Cleanup, some comments
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8 Days Ago
Make the light calculation methods of GrowableEntity static so we can call it from PlanterBox
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9 Days Ago
Added a budgeted update for growable entity calculations so performance cost should be uniform regardless of server farm density (0.25ms default) Only update water quality when hit by a sprinkler Remove gene caching
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9 Days Ago
Merge from main
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9 Days Ago
Fix some client server issues when playing in editor
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9 Days Ago
Use a new TimeCachedValue class to only update plant quality values every x seconds with a generic system
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10 Days Ago
Cache temperature at position on the planter and access that from plants
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11 Days Ago
Calculate artificial light and sunlight on the planter instead of the plant
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11 Days Ago
Sprinkler/Growable server side performance improvements Cache ISplashables in range instead of a Vis loop every splash Cache whether a plant can see the sun to avoid a raycast every time we update quality
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11 Days Ago
Merge from main
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36 Days Ago
Force calculate artificial lights on first calculate Add a 5s random offset to the time restriction on updating artificial light quality
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36 Days Ago
Some optimisations to calculating artificial light values in large farms Only update the artificial light level of a plant every 20 seconds, but force an update if a light nearby changes state Added some slight randomisation to sprinkler splash invokes to space out the load
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