128,415 Commits over 4,201 Days - 1.27cph!
merge from qol_dump_improvements -> main
Potential fix for DontDestroyInScene having too many objects
More improvements
- add profiler samples around each area so you can see why the whole dump takes 5+ seconds
- add Hierarchy.Total that shows total size of each part of hierarchy + all children (so you can see what hierarchy has 100k+ components)
adding small engine gibs / updating prefab
Bump up max ray hits on query vis, burst compile invalidating ray hits (this probably won't make much of a difference, more of a setup for future unmanaged validation)
Bugfix: fix invis players not replicating positions & rotations
Tests: spectated invis player, didn't observe and animation glitches as the comment warned (tried rock, torch, ak)
Bugfix: don't destroy local player when spectating player going invisible
Fallout from the recent rewrite.
Tests: while being spectated, toggled invis a bunch of times - no NREs on the client. invis player doesn't replicate, though, will fix next.
merge from fishing_village_collider_fix_fix
Let's try randomizing client port if not overwritten by client
Map icons for new TF2 maps
Fix some BSP files not loading due to recent changes
team_control_point (TF2) placeholder entity
Pull Request: Minor optimizations for PlayerSelectSpawn
Player:GetPunchAngle errors with lua_strict 1 (deprecation warning)
merge from workshop_filedialog_title -> main
Add title text to workshop file dialog, customize for bulk import
- Rewrite the buffer update logic to ensure a direct update only happens once per frame to make DX11 happy.
- Always update the entire buffer to make greedy GPU drivers happy.
- Add IGraphicsBuffer wrapper because Unity didn't do it so I can finally stop copy/pasting everything.
- Use a function pointer (👻) in damage region processing for similar reasions.
- Unlock the arrays in Update in case OnPreCull wasn't called.
- New debugging ConVars: `reorder_instances_job`, `damage_bitscan_job` and `buffer_upload_mode`
oil rig platform lods and collision
oil rig foot flat lods and collision
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walkway roof tarp collider fixes
Casino converted paddling pool into a non-entity static object
Static variants of broken down chippy arcade to reduce the number of entities in the scene
Fixed bar merchant
edited naval large sails anims
undid change in file I don't remember touching (harmless)
updated naval anchor animations
allocation_reductions -> main
allocation_reductions -> main
Bugfix: remove false-positive log for deferred player destroy
- remove unnecessary override
Discovered when spactating a player that constantly toggles invis. Doesn't fix the NRE itself, but further reduces false-positives. Still looking for the root cause
Tests: spectated a player constantly toggling invis
Preset list capacity on active renderer effects (stops list reallocations at runtime)
Stop UI_Hero_Infobox keeping running its update method for no reason when the menu is hidden.
Restore the update loop when menu is open again.
Saves 40 bytes a frame
Changed the order of steering wheel dismount positions so the nearest one is attempted first
merge from small_engine_reverse
menu options split between foward/reverse gear toggle
- also fixed on/off options using the same string token by mistake
Stop PostProcessingLayer stealing a whole 1 KB/s
This was due to profiling using a formatted string, a very minor mistake that we paid in allocations on every client.
- Profiling was using a formatted string in a hot loop
- Hide this behind convar: graphics.detailed_postprocessing_profiling
switched stair zipline platforms for flat platform ones
exported updated 3p rpg skin anims
Fix DLSS breaking with GetTemporary.
Pass a texture descriptor struct to ask for a random write texture.
Quick cleanup after merge issue
Small engine anim code/setup
merge from small_engine_reverse
Added a TimeWarning for the recalculation of UV distribution metrics when batching
invert rudder control when reversing so it doesn't cancel out
Dont allocate new RenderTextures every frame in PsotProcessLayer.RenderScale()
Lets use RenderTexture.GetTemporary instead
Savings in render loop (roughly):
- AsyncTextureLoad.Texture (.4 ms)
- Texture2D.LoadRawTextureData (.1 ms)
Gave SmallEngine a reverse option, provides half the force backwards
- TurnOn/TurnOff interactions are instant now and on the radial menu rather than holding
Only requesting mipmap level change to items added to hotbar and clearing it for items removed from hotbar after 1 second
missing manifest update for smallengine fuel storage (caused it not to be saved/loaded)