userDaniel Pcancel

2,780 Commits over 669 Days - 0.17cph!

18 Minutes Ago
Optim: cache RemoveCorpse invoke Saves 3 allocs, 384b total Tests: none, trivial change
34 Minutes Ago
Undo of previous change - since entities can only be demolished once, the change was useless (and wasted memory)
42 Minutes Ago
Optim: cache StopBeingDemolishable invoke 1 alloc/128b Tests: none, trivial change
57 Minutes Ago
Optim: use static action in ServerBuildingManager.Split Should save another 2 allocs/160b per building block Tests: none, trivial change
1 Hour Ago
Clean: tabs -> spaces, get rid of explicit generic args Tests: none, trivial change
1 Hour Ago
Optim: use static callback to avoid allocs in ServerBuildingManager.CheckMerge Saves 2 allocs, 160b total Tests: none, trivial change
1 Hour Ago
Optim: get rid of LINQ in Planner.FindSocket Saves 3 allocs/180b total Tests: none, trivial change
1 Hour Ago
Optim: cache UpdatedVisibleHolsteredItems invoke Saves 1 alloc/128b Tests: none, trivial change
1 Hour Ago
Optim: avoid boxing allocs in Azure.LogResource Weirdly Enum.ToString has 2 boxing allocs, totalling 48b. Tests: none, trivial change
2 Hours Ago
Clean: fixup formatting in BasePlayer.OnProjectileAttack Tests: none, trivial change
2 Hours Ago
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3 Hours Ago
Optim: cache RemoveOldNoises invoke Saves 1-2 allocs, 128b each Tests: none, trivial changes
4 Hours Ago
Optim: use pooling in BaseNetworkable::OnNetworkLimitStart Saves us 3 allocs, 100b min Tests: none, trivial change
4 Hours Ago
Optim: cache action in PlayerLoot.MarkDirty 1 alloc/128b Tests: none, trivial change
4 Hours Ago
Optim: cache PlayerLoot.MarkDirty action creation Saves 1 alloc/128b per container Tests: none, trivial change
5 Hours Ago
Optim: cache actions in TrainEngine.PlayerServerInput Saves 2 actions, 128b per Tests: none, trivial change
5 Hours Ago
Optim: cache BasePlayer.ForceUpdateTriggersAction allocation Saves a single 128b alloc Tests: none, trivial change
Today
Merge: from buildcommand_allocs - Bugfix for enable_marker_teleport teleporting to wrong Z Tests: unit tests + enable_marker_teleport
Today
Optim: get rid of a string alloc in teleportpos Forgot it when expanding string view compatibility Tests: used enable_marker_teleport
Today
Bugfix: fix invalid trimming in ToVector(StringView) - StringView - add 2- and 3-char Trim overloads - add a unit test Tests: unit tests + enable_marker_teleport
Today
Merge: from main
Today
Clean: add root-level *.slnx to plastic ignore list Tests: plastic doesn't show it as a new file
Today
Merge: from player_benchmark_improvements - New: added PlayerModelBenchmark scene that tracks rendering cost of new player model Tests: ran benchmark a couple times
Today
Clean: remove UNITY_EDITOR ifdefs around logging Tests: none, trivial change
Today
Merge: from main
Today
Merge: from pm2
Today
Update: disable lightmap baking on scene load for PlayerModelBenchmark Tests: deleted generated assets, reopened scene - no new lightdata
Today
Update: add PlayerModelBenchmark scene to the build list - also add it to recognized +autobench list Tests: none, trivial change
Today
Update: add PlayerModelBenchmarks cene shortcut to Scenes menu Tests: compiles
Yesterday
Update: resave after unity 6 upgrade Tests: ran benchmark
Yesterday
Merge: from main
Yesterday
Merge: from player_benchmark_improvements
Yesterday
Clean: remove naked player bench from ClothingBenchmark Superceded by PlayerModelBenchmark Tests: none, trivial change
Yesterday
Bugfix: avoid NRE when no recorders are requested by a benchmark Tests: ran ClothingBenchmark
Yesterday
Update: PlayerModelBenchmarkScene - record bone count of spamed player models Tests: ran benchmark
Yesterday
Update: BenchmarkScene - add support for selecting which recorders to activate - added Scripts and Physics recorders - PlayerModelBenchmark uses only Rendering + Animation ones Tests: ran benchmark with various category bitfields
Yesterday
Update: add "CPU Total Frame Time" recorder Tests: ran baseline
Yesterday
Update: add mainthread-only Camera.Render recorder Tests: ran baseline
Yesterday
Update: PlayerModelBenchmark - add baseline run (0 models) - change bench naming convention Tests: none, trivial changes
Yesterday
Clean: get rid of RecordSampleCount - it duplicates MaxNumberOfFrames Tests: none, trivial change
Yesterday
Merge: from main up to 152363
Yesterday
Update: Allow benchmark to stop after enough samples accumulated - converted PlayerModelBenchmarkScene to run till 1k sampels accumulated - support accumulated sample wraparound (explains weird results I saw previously) Tests: ran player benchmark
2 Days Ago
Update: Add PlayerModelBenchmarkScene.UseRandomAnims - spawns players with different model states - add a run per lod level with anims (bringing total to 12) In theory should break batching/reuse, but results are a bit too similar(editor overhead?) Tests: ran the scene
2 Days Ago
Update: define player spawning via desired lod level rather than manually placing them Code lifted from editor gives results that don't land on the LOD boundary, but it still fits in the lod level. Tests: checked triangle counts for every lod level, it falls as expected for every stage
2 Days Ago
Bugfix: convert bench durations from 120frames to 1s Seems to accumulate more data from ProfilingRecorders, but it's sample count doesn't follow linear extrapolation. Weird. Tests: ran the bench scene
2 Days Ago
Update: rename Perf.PlayerModel scene into PlayerModelBenchmark - Purged it of original setup, instead controlled by a script New bench script spawns 100 nakeds at various LOD levels and measures rendering stats Tests: ran benchmark scene
2 Days Ago
Update: format output by recoder's unit type - updated recorder's idents to for easier parsing - skip recorders that didn't accumulate any data Tests: ran the scene in editor
2 Days Ago
Bugfix(editor): silence UIBlackoutOverlay.Get error when running benchmarks in editor Tests: ran ClothingBenchmark in editor, no longer blasted by errors
2 Days Ago
Update: BenchmarkScene - add support to gather simple rendering and animation perf telemetry - ClothingBenchmark uses it for normal standing pass Tests: ran ClothingBenchmark, checked debug output
7 Days Ago
Merge: from jobs3_skip_preallocnetwrites - Optim: Jobs 3 - move netwrite pooling to all threads Tests: ran around craggy with Jobs 3