userDaniel Pcancel
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2,787 Commits over 669 Days - 0.17cph!

1 Hour Ago
Optim: Replace Physics.OverlapBox with Physics.CheckBox in BaseVehicle.VehicleFixedUpdate Saves allocating the results array, and should be cheaper as well Tests: none, trivial change
2 Hours Ago
Optim: get rid of string alloc in BaseCombatEntity.Hurt 1alloc/32b Tests: none, trivial change
2 Hours Ago
Merge: from main
2 Hours Ago
Optim: SpawnGroup - SpawnInstances not returns a List instead of IEnumerable Allows to save on iterator allocation, 40b Tests: none, trivial change
2 Hours Ago
Optim: cache UpdateNetworkGroup invoke Saves 1 alloc/128b Tests: none, trivial change
3 Hours Ago
Optim: cache PlayRadioChatter invoke Saves 1 alloc/128b Tests: none, trivial change
3 Hours Ago
Optim: cache 2 invokes in Buoyancy.CheckSleepState Saves 2 allocs/256b Tests: none, trivial change
3 Hours Ago
Optim: cache RemoveCorpse invoke Saves 3 allocs, 384b total Tests: none, trivial change
3 Hours Ago
Undo of previous change - since entities can only be demolished once, the change was useless (and wasted memory)
3 Hours Ago
Optim: cache StopBeingDemolishable invoke 1 alloc/128b Tests: none, trivial change
4 Hours Ago
Optim: use static action in ServerBuildingManager.Split Should save another 2 allocs/160b per building block Tests: none, trivial change
4 Hours Ago
Clean: tabs -> spaces, get rid of explicit generic args Tests: none, trivial change
4 Hours Ago
Optim: use static callback to avoid allocs in ServerBuildingManager.CheckMerge Saves 2 allocs, 160b total Tests: none, trivial change
4 Hours Ago
Optim: get rid of LINQ in Planner.FindSocket Saves 3 allocs/180b total Tests: none, trivial change
4 Hours Ago
Optim: cache UpdatedVisibleHolsteredItems invoke Saves 1 alloc/128b Tests: none, trivial change
4 Hours Ago
Optim: avoid boxing allocs in Azure.LogResource Weirdly Enum.ToString has 2 boxing allocs, totalling 48b. Tests: none, trivial change
5 Hours Ago
Clean: fixup formatting in BasePlayer.OnProjectileAttack Tests: none, trivial change
5 Hours Ago
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6 Hours Ago
Optim: cache RemoveOldNoises invoke Saves 1-2 allocs, 128b each Tests: none, trivial changes
Today
Optim: use pooling in BaseNetworkable::OnNetworkLimitStart Saves us 3 allocs, 100b min Tests: none, trivial change
Today
Optim: cache action in PlayerLoot.MarkDirty 1 alloc/128b Tests: none, trivial change
Today
Optim: cache PlayerLoot.MarkDirty action creation Saves 1 alloc/128b per container Tests: none, trivial change
Today
Optim: cache actions in TrainEngine.PlayerServerInput Saves 2 actions, 128b per Tests: none, trivial change
Today
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
2 Days Ago
Merge: from main up to 152363
2 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
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