branchrust_reboot/main/networkpositiontick_reducecancel
6 Commits over 0 Days - ∞cph!
Optim: OceanWreckBuoy/-Small skips syncing position if there are no nearby players
- set Sync Position to false by default
- marking buoys to always interpolate (need to do the same to junkpiles_water)
Tests: observed transform in editor from craggy and from nearby. Buoys didn't sink/fly off due to continual interpolation (need to double check what's stopping it)
Optim: set junkpile_water_a/b/c Sync Position to false
It is now script controlled, and having it off by default saves allocating an action per entity
Tests: observed transform in editor on craggy at spawn then when close
Optim: junkpile_water_a/b/c replicate positions only if player is in sight
- also switched them to the fixed time invoke handler, since their positionsare ran per fixed update
Tests: booted craggy, validated they weren't moving while I was on island. Flew close, observed them moving and checked in inspector that values change
Update: bring over jarryd's
124139 - BasePlayer.ToggleNetworkPositionTick
Slightly different form - lets us save on the IsInvoking lookups, fixed a bug with fixed time callbacks
Tests: booted on craggy, pushed a car, observed buoys and junkpile_water movement
Add: profile.CountSyncMoveEntities server var
Reports number of "Sync Positions" on the server. Some entities don't get into saves, so this is the only way to see what's putting pressure on InvokeHandler
Tests: ran it in editor on craggy
Bugfix(editor): if invoke throws, don't lose Profiler.EndSample
There's bigger problems out there, but this was making profiling a bit annoying
Tests: loaded playtest save and profiled it in editor