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0.0.16

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@mastercoms mastercoms released this 13 Sep 18:02
  • Completely eliminated thread pool bottlenecks by switching to C++ standard threading APIs for mutexes
    • This resolves stutters, frame drops, etc, due to poor scheduling within the Windows APIs
    • These stutters were very heavily associated with particle simulation, since that system was queued within the thread pool
    • Before, particle simulation start and finish could be delayed by up to 10 milliseconds!
    • There are still some frame stutters and drops associated with D3D9 device calls, but work is ongoing to fix these as well
  • Fixed inefficient recursive thread locking in various places
    • When a thread already had a lock, in some cases, it would try to get that lock again, due to incorrect placement of locks
    • This generally makes locking/mutexes faster
  • Tuned some thread timing parameters
  • Removed debug overhead in threading from release builds
  • Fixed MvM Heavy Rage voice lines not being used
  • Optimized renderable bounds computation (now cached and only computed once per frame)
    • This optimization was ported from CS:GO
  • Fixed all player animation being less efficient due to an inefficient check for the Passtime ball
  • Fixed the Jag doing very low damage to enemy buildings except for Sappers (https://www.youtube.com/watch?v=Poa-YjPFs9k)
  • Fixed various crashes commonly encountered due to old settings from live TF2
  • Now compiled with the C++latest standard (with MSVC permissive mode)
  • Fixed some C++latest standard non-compliance (work is ongoing to be compatible with non-permissive mode)
  • Set r_fastzreject back to 0 as intended

Known issues:

  • Medigun heal sound does not play
  • Facial expressions do not play (facial expressions)