139,109 Commits over 4,474 Days - 1.30cph!
Change supermarket freezer loot refresh
- Reduced loot refresh contents but at a much shorter refresh cycle
- Every x many reduced loot refreshes, we get a full refresh with lots and more variety of food
- Contents of full refresh cannot be wiped by a reduced refresh unless someone has opened the freezer at least once after the last full refresh
S2P supermarket
Rock sculpture - cleaned up duplicate textures, renamed for consistency
game_room_dlc -> new_pool_ui
changed name to rock sculpture, added colision and lods
do x and z while I'm at it
Merge: from pool_leak_experiments
- Optim: replace FuzzyPool with LPRQ segment - it can be up to 20% faster and doesn't leak/spill sporadically
Tests: unit + perf tests, loaded 2.5k procgen map, checked print_memory - no spills
Debug log satellite Y position for my sanity
Clean: remove editor-only add/remove fail counters
- also cache cell buffer length - jit might already do it automatically, so might be moot
Tests: compiles
Take the longest route across terrain possible
Merge: from lprq
Prepping LPRQ segment implementation to use instead of current FuzzyPool
Tests: ran unit tests
Rock Sculpting Pedestal - gibs
Update(tests): expand TestAllocWhenEmpty test slightly to sanity check leaking behavior
Tests: ran unit test
merge from PlayerMaintainedMonuments
Clean: Add general explanation on the pool implementation
- remove TODOs
- buildfix for non-editor builds
- bugfix of setting the wrong epoch for a slot for stale cells
Tests: ran unit and perf tests
set repair and pickup to correct item prefab
merge from f1menu_blur_fix
Updated BlurManager to use SingletonComponent instead
merge from water_surface_nametags_fix again (didn't go through)
merge from water_surface_nametags_fix
resized rock sculpture textures to 2k
merge from paintingui_inputs_fix
Added some slight forgiveness to query vis blocked by water check, to fix nametag inconsistencies (not being visible when your teammate is swimming right on the water surface)
Fix supermarket freezer causing "MaterialPropertyBlock index 0 is out of range" error
Changed painting UI inputs polling to event based, making it framerate independant
Should fix the various issues introduced with the input system update
Add PostOpaqueDepth component to sculpture camera to fix guide fx, and revert changes to BRZone shader
Optim: inline LPRQ segment logic, get rid of the overall queue
Perf test is averaging 2.8ms, improvement over FuzzyPool by 20%
Tests: unit tests + AllocDeallocMTShortLived(32,False) perf test
updated wooden arrow icon
Flyover and curve experiment
merge from f1menu_blur_fix
Crash site remains terrain alignment test
Removed blurring fade when closing the F1 menu (the blur is still there, it will just update the blur instantly on close)
Added variants of the control panel models for airfield with screen glass and screen depth, prefabs.
Modified the airdrop and chinook prefabs with the new models, pushed World UI elements into the screens volume
Optim: use same trick of oversized segment to avoid segment churn
Looks faster than FuzzyPool, noice
Tests: ran unit tests + select perf tests
Optim: inline segment storage and strip all ConcurrentQueue logic
My previous estimate of 10% degradation was off - it actually was 6ms vs 3.5ms. With these changes I consistently get 4ms for AllocDeallocMTShortLived(32,False) perf test - 15% loss, still acceptable
Tests: unit tests + AllocDeallocMTShortLived(32,False) perf test
tweaks to stone block materials to make edges more visible
Merge from PlayerMaintainedMonuments/powergrid
If Prediction=true then allow syncvars to be modified on the client, otherwise throw an error. Catches some possible issues with DeepSeaIslandMapMarker
Update powergrid convars
- Add convar for overriding which power stage green recyclers return to their full efficiency
- Removed delay between jobs in stage change work queue. Was mostly to get powerline poles lighting up in a sequence but we've since removed those lights
- powergrid.status now displays the required number of fuses for each stage
Debug log time remaining and phase.
Tweaks