userFlaviencancel

8,029 Commits over 1,004 Days - 0.33cph!

28 Minutes Ago
Fixed ballista and catapult sounds not playing in builds, missing unity event attribute
2 Hours Ago
merge from fonts_optims
2 Hours Ago
Same deal with adrip1, removed duped font and made a material S2P apartment complex
2 Hours Ago
Set NotoSans to non readable
2 Hours Ago
Regenerated NotoSansCJKsc-Bold SDF to extended ascii only, CJK is covered by other fonts already
3 Hours Ago
Fixed duped NotoSans fonts used for apartment mailboxes and doors Apartment complex S2P
3 Hours Ago
Restored TMP missing font log warning on the client
3 Hours Ago
Restored TMP missing font log warning on the client
3 Hours Ago
merge from skinviewer_bg_fix
3 Hours Ago
Fixed skin viewer backgrounds compression
4 Hours Ago
merge from skinsmemory_optims
4 Hours Ago
Cherrypicked 167938 "Fixed invis or disconnected players blocking halloween candy spawning"
4 Hours Ago
merge from egghunt_spawning_fix
4 Hours Ago
Fixed invis or disconnected players blocking halloween candy spawning
4 Hours Ago
merge from pendingnotice_fix
4 Hours Ago
Fixed pending item notice error (shows up when buying something from the marketplace terminal)
4 Hours Ago
Fixed bootstrap non interactable modal
4 Hours Ago
Fixed missing font server log
4 Hours Ago
Skin viewer uses mip 0 always
4 Hours Ago
Attempt at making downloaded skins streamable like bundled skins Instead of uploading every mip to VRAM, we save the compressed mips RustNative builds to disk and let Unity stream them Needs our custom Unity because we can't make textures created by script streamable 13 skins downloaded, went from 210MB to 4.7MB VRAM (one skin in front of me at mip 0, same spot)
Today
Workshop skin textures no longer keep a copy in RAM Downloaded skin textures were left readable, nothing used that copy 98MB -> 0MB RAM with 22 skins loaded ingame
Today
merge from fonts_optims
Today
Fixed our static font being set as readable The atlases are only in VRAM now, saves another ~42MB RAM
Today
Fixed fonts duped in memory: - the interaction toast in bootstrap was using the non bootstrap version - TMP Settings was referencing Roboto which was pulling the entire chain Saves around ~60MB VRAM and ~30MB RAM
Today
merge from buildingprivilege_cache
Today
Fixed blocks registering with a 0 net id on the server when placed with the building plan
Today
merge from main
Today
merge from sendmouseevents_optim
Today
Optimized PreUpdate.SendMouseEvents by clearing the main camera event mask, nothing uses OnMouse events Saves up to 0.08ms a frame in builds
Today
Compile fix
Yesterday
merge from gunfiring_optims
Yesterday
Fixed holding a gun searching the whole inventory every frame for reload ammo types Holding a gun with a full inventory: 0.06ms -> ~0.01ms
Yesterday
merge from gunfiring_optims
Yesterday
Fixed issues from the far shot and shell replay changes
Yesterday
Stop muzzle flash light casting any shadows past 60 meters cause it's wasteful Added MaxShadowDistance to LightLOD, default 0 so existing lights aren't changed
Yesterday
Reviewed the 3P gun effects we spawn for distant shots: - Muzzle particles don't emit past 60m anymore, you only get the muzzle light and the sound - Shells aren't spawned past 15m Unchanged when using scopes and binoculars, the distances are stretched based on zoom scale
Yesterday
merge from main
Yesterday
Set all the gun firing effects warmed up amount accordingly Estimated +21MB vs main, still around -29MB overall after removing the 3900 useless thrown projectiles
Yesterday
Gun attack effects can now be recycled before their tail sound finishes, means we only have to warm up half the amount we'd need to
Yesterday
Added replayInPlace to EffectRecycle, lets us flag effects that can be replayed in place instead of popping and retiring a pooled copy every time Applied to AK first and 3rd person shell eject effects for now, ~0.13ms -> ~0.04ms per shot Also means we'll only have to prewarm a handful of shell particle prefabs for all the guns
Yesterday
merge from main
Yesterday
Fixed EffectParentToWeaponBone 128B alloc per effect spawn
Yesterday
When in first person, don't spawn effects with HideIfOwnerFirstPerson instead of spawning and hiding them right away Also fixed the 128B alloc in HideIfOwnerFirstPerson.OnEnable Saves 0.1ms when firing the AK
Yesterday
Reduced the amount of pooled pilot codelock 200 -> 25 Keylock 1 -> 50
Yesterday
Reduced the amount of pooled blowpipe dart projectiles 100 -> 4
Yesterday
Reduced the amount of pooled ballista projectiles 100 -> 3
Yesterday
merge from main
Yesterday
Reviewed the amount of bullet impacts and decals we prewarm - Rock, gravel, stones, metal ore and tundra impacts were only warmed with 1 copy, now 25 like the others. - Glass impact 25 -> 32, it stays alive for 4s+ - Bullet decals 25 -> 30, forest was set to 1, cactus lowered to 5
Yesterday
Prewarm 10 copies of each sound templates, they were all set to 1 small-sound gets 50 Trying to get to a point where I can empty an AK magazine without instantiating any prefab
Yesterday
Fixed all the references to the default unity Quad in particles not actually using it Any of these particle being set active in builds could spike up to 7ms, caused by ParticleSystemRenderer::UpdateCachedMesh walking the Quad whole user list to check whether its already registered It was referenced by thousands of renderers in monument prefabs, this is why the AK muzzle was slow to spawn in 167737