127,988 Commits over 4,201 Days - 1.27cph!
Removed the random GiveUp text ddraw randomly telling me to give up in editor
Fixed IsInsideInnerBounds returning false when in the deep sea
Added Spike trap model component
reduced visible distance for casino indoor props, but took out some props to draw further to reduce popping
raised interior culling volume because we should not see the interior furniture at street level (+1k batches otherwise)
added a regular props_culled culling group for props on the outside to cull like other barges
re-organised prefab categories to be in line with other barges hierarchies
added some polygon surfaces inside the casino floors to help with automatic culling of objects below
Add a bunch of profiler samples to other things in OnPreCull() and code that uses CommandBufferManager to clarify profiling output
Casino structure prefabs: ensured world layer on mesh object
converted renderers to use MeshLOD when possible
RendererBatch added where it makes sense
Draw distance pass to ensure pickup by HLOD, reduced draw distance on smaller elements of the building
merge from boatspawner_nudge_fix
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merge from iceberg_icesheet_barricade_fix
Fix typo in CommandBuffer.EndSample() name
floating_city_casino signs prefabs layers, missing mesh cull
Rust 12th Birthday Cake - Added subsurface profile bind to the world model prefab mesh.
Start with simple culling of frustum planes on main thread
- cuts command buffer from 0.40ms -> 0.10ms (0.20ms on 2.5km render range?), increases creation of CommandBuffer from 0.10ms -> 0.13ms
- add more profiler samples
Add sample names to the FillCommandBuffer_Depth CommandBuffer so you can see how long the WaterCamera part of the command buffer takes and how long specifically for lakes and rivers to render
Added SkinnedMeshBaker to player model, switches to a non skinned mesh at 10m (obviously too low but good for a/b testing)
Added graphics.bakedSkinnedMeshes and graphics.RefreshAllAnimatorLods convars for testing
Seems to save about 0.6ms/frame in an isolated bandit town
AnimatorLOD now has a BakedSkinnedMesh field, if assigned the skinned mesh will be baked and the LOD will switch to that renderer when the animator is disabled
Remove all Linq usage in PlayerModel (not really related to this task but should help garbage)
Subtract
133193 (cinematic_play_fallback)
Merge from naval_update/floating_cities
Made a visual only version of the chicken, spawning fully AI driven chickens to sit in a cage is pointless
S2P floating city 1+2+3
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pt_boat_gameplay_pass -> naval_update
naval_update -> pt_boat_gameplay_pass
Add client prediction to ServersideMountedWeapon aiming
This means players can now move the turret around indepdently of the server
Do reconcilliation on server receive state (if out of date enough)
This is now just a checkbox on any ServersideMountedWeapon.
Still requires some further improvements, but will work for now
Also added seat caching to Mounted Weapons
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ocean tropical shore stuff
Tropical palm LODs slightly extended because the islands are small and we can afford it.
Nudged trumpet tree canopy alpha clip a small fraction denser.
merge from painting_colourpicker
Undergrowth material tweaks.
Tropical variant of Strangler
Change favourite colour convars to a single CSV convar, improve UI with buttons for dynamic sizing
Profile the shit out of everything
merge from optimize_auth_list -> main
Make a warning editor only to avoid tanking fps
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merge from optimize_findbyid -> main