134,254 Commits over 4,262 Days - 1.31cph!
exported edited 3p rocket launcher and world model reload anims. set w model reload anim to speed 1 on it's anim controller
disable the begin/endContextRendering hooks on CommandBufferManager
update existing passes for pipeline changes
sync Rust.RenderPipeline changes
merge from workcart_canvas_fix
Removed the rogue canvas on workcart_aboveground prefab
assigned rpg7 anim events to 3p reload anim
added lr300 space gun anim events to 3p reload/deploy anims
merge from blackjackmachine_optims
Reduced blackjack machine canvases culling distance
Added CanvasGroupEx (some helper methods to toggle them in one go)
Reworked the blackjack worldspace UI screens to use less canvases, reduced from 172 to 4
Fixes UpdateCanvasRectTransform time blowing up when near a blackjack machine
GetWorldVelocity of the boat once instead of for every block
Only check against other hull blocks, not all blocks.
Don't run UpdateSplashFx at all on non hull blocks.
1.85ms to 0.65ms in a quick test with 6 simple boats.
Stiil seems to function ok.
setup lr300 space animations for player update
added knife throw movement sounds
Additional profiling for boat water effects
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Merge: from analytics_std_dev_fix
- Bugfix: fix for invalid std_dev calculation
Tests: none, trivial change
Update: always record high and low percentile telemetry for non-game mode
It's a smidge more data, but makes building dashboards easier
Tests: none, trivial change
Bugfix: fix std_dev that could generate NaNs via sqrt of a negative number
Tests: none, trivial change
Balanced darkness of metals in scrap component box
Testing re-adding rendererbatch to boat pieces
Merge: from triggerparentdelayedexit_optim
- Bugfix: shooting a weapon can cause NREs on the client
Tests: shot in the sky with a bunch of bursts - no NREs
Bugfix: VerifyRays - avoid trying to read hit array outside of working area
I asssumed we always call it with tightly-sized arrays, but it's not the case on client
Tests: shot in the sky with a couple bursts - no NREs
M92 weapon refresh anim updates
Reduced workcart train cockpit canvas LOD distance
Also disabled it by default so its not always enabled until someone turn the engine on and off
merge from workcart_canvas_fix
Updated textures and model for scrap component box
merge from shotguntrap_optims/tests
merge from shotguntrap_optims
* Made switching Indirect Instancing at runtime more robust
* Prevent some other possible exceptions
* Avoid some unnecessary calls to MotionList
* Renamed TransformMemory to MotionList (as it should be)
* Use managed HashSet instead of NativeHashSet because there seems to be no performance benefit to using native at the moment.
* Fixed exception caused by removing elements from the set while iterating
Use negative handles for fallback memory
wood box - added greybox model, prefab initialization, item created, temp icon created, manifest updated, icon manifest updated, localization updated.
Remove InstanceHandle and use a simple integer instead
* Added generic NativeMultiList to replace InstanceHandleList (WIP)
* Store Transform.InstanceIDs (and actual nullable Transform references) in PerInstanceMemory, indexed by seq_num
* Simplified MotionList add/removal procedures to HashSet operations
* Cleared up function naming in BaseEntity.Client.Motion.cs
* Consider all entities as a potential motion parent and utilise existing parent/child relations to call MotionStart / MotionStop
* Removed IMotionParent interface because it caused more confusion than anything else
* Correctly dispose of the hash set storing child instances when an entity is destroyed
Gun trap building privilege tests
Fix instance offsets, and LOD border calculations when using some LOD distance values
Add debug validation toggle to system
Handle terrain detail when using narrow FOVs by moving the centre point along the forward direction but clamped to the first LOD boundry
Added AssertTrueForDuration custom yield instruction
Added some shotgun trap tests
syncvar_autosave_trimming -> main
Don't generate autosave/autoload boilerplate code if an entity has no autosave syncvars
Wasn't an issue before but we are getting more and more syncvars so its worth it now
auto_populate_entitylist -> main