userFlaviencancel
reporust_rebootcancel

8,028 Commits over 1,004 Days - 0.33cph!

Yesterday
Keep sound template AudioSources enabled while pooled, disabling them on every recycle flushed unity's audio DSP, stalling up to ~1ms when a sound got cut mid play RecycleSound in editor: ~0.45ms -> ~0.25ms The occasional 1ms "flush dsp connections" is gone
Yesterday
Fixed quick craft spending ~1.6ms rebuilding after almost every shot (inventory update) Only rebuilds when the inventory is open now
Yesterday
Pool 3 copies of thrown melee weapon and tool projectiles instead of 100. No point in filling our pool with 3900 copies you'll rarely see more than 3 of at the same time Saves around 50MB of memory and gives me some leeway to eat that with gun effects next
Yesterday
Prewarm 5 copies of each ricochet effect instead of 1, first magazine dumped after connecting created up to 2 more per prefab at ~0.5ms each
Yesterday
Create the pools LaunchProjectileClientside uses at bootstrap instead of on the first shot, avoids a ~365KB alloc when the first projectile of the session is fired
Yesterday
Compile fix, missed a file..
Yesterday
Fixed 150531 not working in builds (Mega hack to bypass the PlayerUpdateCanvases call when unity renders the realtime cubemap, saving some time wasted on UI for nothing)
Yesterday
merge from cubemap_ui_optims2
Yesterday
merge from soundocclusion_optims
Yesterday
Revert ProjectSettings.asset changes
Yesterday
Fixed sounds started by destroyed monument client entities when loading not being cleared correctly
Yesterday
Sound occlusion optims: - stop checking every wall between a sound and the camera once one wall muffles it - looping sounds occlusion rays are batched - virtualised sounds (sounds muted by unity) check occlusion every 1s instead of 0.25s Standing outside an average base with 40 looping sounds in range: ~0.65ms -> ~0.05 ms per frame
2 Days Ago
merge from railcolliders_optim
2 Days Ago
Rail segments now cook their collider mesh in a job instead of on the main thread 5.2ms -> 0.03ms on the main thread per segment
2 Days Ago
merge from buildingprivilege_cache
2 Days Ago
Comment
2 Days Ago
Fixed regression with player boat privs when using the cache
2 Days Ago
Cleaned up building priv cache vs vis tests
3 Days Ago
merge from buildingprivilege_cache
3 Days Ago
Cleanup
3 Days Ago
Reordered the check so bases with no TC are cheaper
3 Days Ago
Convared the vehicle and entity privilege changes under buildingmanager.privilegecache
3 Days Ago
Building privilege tests
3 Days Ago
Legacy shelters, vehicles and boat building stations no longer use Vis queries Same base same spot: GetVehicleBuildingPrivilege 0.34ms -> 0.01ms GetEntityBuildingPrivilege 0.84ms -> ~0
3 Days Ago
Sort the cells oldest first
3 Days Ago
Store each blocks bound centre and net id in the grid so: - blocks out of the query radius are skipped without a dictionary lookup - the age check doesnt read every block from memory Only run HasColliderWithinSphere when the block bounds aren't entirely inside the search sphere Around 0.09ms for GetBuildingPrivilege in that same base, same spot
3 Days Ago
- Skip the bounds check for blocks that aren't older than the current best block - Visit the cell you're standing in first Skips a lot of work when standing in the core or middle of a base
3 Days Ago
Attempt at global building privilege cache, using a simple grid holding all the building blocks + a collider test on the winning block, because triangles and roofs have bounds larger than their colliders Thats enough to remove the Vis Entities call and keep the same precision. Works on the client and the server In a big base, 575 blocks around me: 4.60ms -> ~0.50ms
4 Days Ago
Added alien costume to the skin viewer
4 Days Ago
merge from Halloween2026DLC
4 Days Ago
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5 Days Ago
Building privilege debug draw convar
5 Days Ago
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5 Days Ago
merge from automated_testing
5 Days Ago
Building privilege notices client tests
5 Days Ago
merge from main
5 Days Ago
merge from buildingpriv_vitals_optims
5 Days Ago
Renamed the invoke UpdateLighting -> UpdateRgbLighting, was confusing when looking at the profiler
5 Days Ago
RgbEffects no longer looks up building privilege when no SteelSeries or Razer device is connected Its now also using the ignorePosition cache lookup, so it no longer fires 10 times a second while moving
5 Days Ago
Fixed vitals calling GetBuildingPrivilege ~24 times a second when walking around in a base Added an ignorePosition param for Privilege.IsCacheValid, now used by the client vitals Was taking up the 6.5ms a frame in a big base, now back to one call per second
6 Days Ago
Stop LOD components registering with occlusion culling while its off Occlusion culling never runs under RRP, but moving LODs still pushed their bounds every frame into a list that never got cleared Was ~0.5ms a frame on dynamic occludee for nothing too on average
6 Days Ago
merge from occlusionculling_leak_fix
6 Days Ago
merge from rain_optims
6 Days Ago
Optimized rain particles - rain patches now use a closest hit sphere cast instead of GamePhysics.Trace, it collected every colliders down a 1km column to keep only the top one - a patch only casts again when it moves - coming back from an alt tab doesnt fire 64 casts in the same frame - fixed rain falling under some roofs Editor profiling raining at missile silo, average per frame: 0.42ms -> 0.06ms standing, 0.11ms running, 0.14ms at 20m/s Applies to snow too
6 Days Ago
Fixed misconfigured raiding tests failing after the triangle splash bug fix
6 Days Ago
merge from animalfootsteps_optims
6 Days Ago
Set rabbit animation events culling range to 20