128,340 Commits over 4,201 Days - 1.27cph!
small engine lods and collision updates
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
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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
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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
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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