Recent content by ZehMatt

  1. ZehMatt

    WalkerSim2

    ZehMatt updated WalkerSim2 with a new update entry: Release of 1.2.2 Read the rest of this update entry...
  2. ZehMatt

    RockyRocks

    ZehMatt submitted a new resource: RockyRocks - Throwing rocks at enemies will now actually do 1 damage Read more about this resource...
  3. ZehMatt

    WalkerSim2

    ZehMatt updated WalkerSim2 with a new update entry: Release of 1.2.1 Read the rest of this update entry...
  4. ZehMatt

    WalkerSim2

    ZehMatt updated WalkerSim2 with a new update entry: Release of 1.2 Read the rest of this update entry...
  5. ZehMatt

    SoundExp (Enhanced sound experience)

    ZehMatt submitted a new resource: SoundExp (Enhanced sound experience) - Adds realistic sound reverb and echo to 7 Days to Die. Read more about this resource...
  6. ZehMatt

    PC V2.6 EXP - updated b14

    Also something I have in my recompiled binary set by default, can't say it adds any issues, all it does is just stop animating them when not visible, it does help the FPS quite a lot actually when all of them are off-screen, what I forgot to mention is that for ragdolls I kept it on always...
  7. ZehMatt

    PC V2.6 EXP - updated b14

    I tested this with my decompiled/recompiled binary and had no issues, what I suspect is that at some point this was used to prevent entities from falling through the world but these days entities don't even update when the chunk isn't loaded yet but who knows, hopefully there is nothing to it...
  8. ZehMatt

    PC V2.6 EXP - updated b14

    @faatal Another easy one, AnimatorCullingMode is set to AlwaysAnimate, so even when not visible they still animate. Also the tick slicing thing can do more harm than good. TickEntities the code calculated tickEntitySliceCount based on frame time averaging and spread entity updates across...
  9. ZehMatt

    PC V2.6 EXP - updated b14

    @faatal Found something that can be optimized with minimal changes which has quite an impact on traversal in the world: Chunk mesh uploads from same-frame blocking to next-frame deferred (changes in VoxelMesh.cs -> copyToMesh() and MeshDataManager.cs -> ApplyAndDispose()). Previously...
  10. ZehMatt

    WalkerSim2

    ZehMatt updated WalkerSim2 with a new update entry: Release of 1.1.2 Read the rest of this update entry...
  11. ZehMatt

    WalkerSim2

    ZehMatt updated WalkerSim2 with a new update entry: Release of 1.1.1 Read the rest of this update entry...
  12. ZehMatt

    WalkerSim2

    ZehMatt updated WalkerSim2 with a new update entry: Release of 1.1 Read the rest of this update entry...
  13. ZehMatt

    WalkerSim2

    ZehMatt updated WalkerSim2 with a new update entry: Version 1.1 Beta Read the rest of this update entry...
  14. ZehMatt

    WalkerSim2

    ZehMatt updated WalkerSim2 with a new update entry: 1.0.4 Read the rest of this update entry...
  15. ZehMatt

    WalkerSim2

    ZehMatt updated WalkerSim2 with a new update entry: 1.0.3 Read the rest of this update entry...
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