userDaniel Pcancel

2,836 Commits over 700 Days - 0.17cph!

12 Days Ago
Optim: get rid of string alloc in BaseCombatEntity.Hurt 1alloc/32b Tests: none, trivial change
12 Days Ago
Merge: from main
12 Days Ago
Optim: SpawnGroup - SpawnInstances not returns a List instead of IEnumerable Allows to save on iterator allocation, 40b Tests: none, trivial change
12 Days Ago
Optim: cache UpdateNetworkGroup invoke Saves 1 alloc/128b Tests: none, trivial change
12 Days Ago
Optim: cache PlayRadioChatter invoke Saves 1 alloc/128b Tests: none, trivial change
12 Days Ago
Optim: cache 2 invokes in Buoyancy.CheckSleepState Saves 2 allocs/256b Tests: none, trivial change
12 Days Ago
Optim: cache RemoveCorpse invoke Saves 3 allocs, 384b total Tests: none, trivial change
12 Days Ago
Undo of previous change - since entities can only be demolished once, the change was useless (and wasted memory)
12 Days Ago
Optim: cache StopBeingDemolishable invoke 1 alloc/128b Tests: none, trivial change
12 Days Ago
Optim: use static action in ServerBuildingManager.Split Should save another 2 allocs/160b per building block Tests: none, trivial change
12 Days Ago
Clean: tabs -> spaces, get rid of explicit generic args Tests: none, trivial change
12 Days Ago
Optim: use static callback to avoid allocs in ServerBuildingManager.CheckMerge Saves 2 allocs, 160b total Tests: none, trivial change
12 Days Ago
Optim: get rid of LINQ in Planner.FindSocket Saves 3 allocs/180b total Tests: none, trivial change
12 Days Ago
Optim: cache UpdatedVisibleHolsteredItems invoke Saves 1 alloc/128b Tests: none, trivial change
12 Days Ago
Optim: avoid boxing allocs in Azure.LogResource Weirdly Enum.ToString has 2 boxing allocs, totalling 48b. Tests: none, trivial change
12 Days Ago
Clean: fixup formatting in BasePlayer.OnProjectileAttack Tests: none, trivial change
12 Days Ago
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12 Days Ago
Optim: cache RemoveOldNoises invoke Saves 1-2 allocs, 128b each Tests: none, trivial changes
12 Days Ago
Optim: use pooling in BaseNetworkable::OnNetworkLimitStart Saves us 3 allocs, 100b min Tests: none, trivial change
12 Days Ago
Optim: cache action in PlayerLoot.MarkDirty 1 alloc/128b Tests: none, trivial change
12 Days Ago
Optim: cache PlayerLoot.MarkDirty action creation Saves 1 alloc/128b per container Tests: none, trivial change
13 Days Ago
Optim: cache actions in TrainEngine.PlayerServerInput Saves 2 actions, 128b per Tests: none, trivial change
13 Days Ago
Optim: cache BasePlayer.ForceUpdateTriggersAction allocation Saves a single 128b alloc Tests: none, trivial change
13 Days Ago
Merge: from buildcommand_allocs - Bugfix for enable_marker_teleport teleporting to wrong Z Tests: unit tests + enable_marker_teleport
13 Days Ago
Optim: get rid of a string alloc in teleportpos Forgot it when expanding string view compatibility Tests: used enable_marker_teleport
13 Days Ago
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
13 Days Ago
Merge: from main
13 Days Ago
Clean: add root-level *.slnx to plastic ignore list Tests: plastic doesn't show it as a new file
13 Days Ago
Merge: from player_benchmark_improvements - New: added PlayerModelBenchmark scene that tracks rendering cost of new player model Tests: ran benchmark a couple times
13 Days Ago
Clean: remove UNITY_EDITOR ifdefs around logging Tests: none, trivial change
13 Days Ago
Merge: from main
13 Days Ago
Merge: from pm2
13 Days Ago
Update: disable lightmap baking on scene load for PlayerModelBenchmark Tests: deleted generated assets, reopened scene - no new lightdata
13 Days Ago
Update: add PlayerModelBenchmark scene to the build list - also add it to recognized +autobench list Tests: none, trivial change
13 Days Ago
Update: add PlayerModelBenchmarks cene shortcut to Scenes menu Tests: compiles
13 Days Ago
Update: resave after unity 6 upgrade Tests: ran benchmark
13 Days Ago
Merge: from main
13 Days Ago
Merge: from player_benchmark_improvements
13 Days Ago
Clean: remove naked player bench from ClothingBenchmark Superceded by PlayerModelBenchmark Tests: none, trivial change
13 Days Ago
Bugfix: avoid NRE when no recorders are requested by a benchmark Tests: ran ClothingBenchmark
13 Days Ago
Update: PlayerModelBenchmarkScene - record bone count of spamed player models Tests: ran benchmark
14 Days Ago
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
14 Days Ago
Update: add "CPU Total Frame Time" recorder Tests: ran baseline
14 Days Ago
Update: add mainthread-only Camera.Render recorder Tests: ran baseline
14 Days Ago
Update: PlayerModelBenchmark - add baseline run (0 models) - change bench naming convention Tests: none, trivial changes
14 Days Ago
Clean: get rid of RecordSampleCount - it duplicates MaxNumberOfFrames Tests: none, trivial change
14 Days Ago
Merge: from main up to 152363
14 Days Ago
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
14 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
14 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