userFlaviencancel

6,973 Commits over 912 Days - 0.32cph!

55 Days Ago
Manifest
55 Days Ago
Debug command
55 Days Ago
Russian roulette prototype wip
55 Days Ago
Manifest and phrases
55 Days Ago
Prefabs baseline
55 Days Ago
Removed a flaky raiding test Removed entity id from TestScenario_FireRocketAtBase_CheckDamage error message, not needed and break the slack alert caching Test list
55 Days Ago
merge from main
55 Days Ago
Blocker evaluator micro optims
55 Days Ago
merge from rectmasks2d_optims
55 Days Ago
Commented UpdateClipSoftness, new feature we dont need. We have SoftMask Clipping now takes 0.2ms a frame while sitting in the main menu, was ~9ms after the package update, 2ms on main (deep profiling editor)
55 Days Ago
Use GetInheritedAlpha on the canvas group chain to check if we should perform clipping Most of our masks are invisible but not totally disabled because toggling gameobject is slow
55 Days Ago
Restored the hasMoved check in RectMask2D::PerformClipping, was removed by unity to fix pivot animation issue We don't care about rect pivot animations, removing that check murdered UI clipping performance
55 Days Ago
IOCircuitSystem indentation fix
55 Days Ago
Allow root combiners to be connected to non root entities. Renamed it to 'combiner' Prevent feedback loops by discarding power from back edge wires
55 Days Ago
Some fixes, refactoring and new evaluators. Cache consumption amount at register time so we don't rely on entities anymore Fixed signs registering themselves in circuits Started removing old IO code to IO entities code
56 Days Ago
Reduced the amount of flags OR AND and XOR switches are setting
56 Days Ago
Reduced the amount of TryGetComponentRecord calls
56 Days Ago
Circuit merge do not set the whole circuit as dirty + eval pass micro optims
57 Days Ago
No allocations when running the flood fill when rebuilding circuits
57 Days Ago
Updated all SimpleLight prefabs to use the HasPower flag instead of On
57 Days Ago
Simple light don't switch the ON flag anymore, we can just use HasPower and save a setflag when turning a light on/off (they're batched but that saves some overhead)
57 Days Ago
Added a max flag flip per tick per circuit budget too (too many flag changes can stall the client)
57 Days Ago
Circuit budgeting: all circuits share a 0.25ms budget per frame to evaluate. When the budget is depleted mid circuit, we save where we stopped and continue later. The starting circuit is never the same so a single circuit can't eat the whole budget and clog everything Also moved the drain pass to the 1hz battery tick, it doesnt have to run on every tick
57 Days Ago
Optimised the evaluation pass. we now starts from the dirty components specifically instead of evaluating the entire circuit from start to finish When evaluating, if a component output didnt change, we stop there
59 Days Ago
Cleanup
59 Days Ago
Ceiling lights just use the HasPower flag instead of On
59 Days Ago
More io entities using the new flag update Auto turret is not sending full network update when turned on or off
59 Days Ago
Forgot Circuit.cs
59 Days Ago
Split the circuit dirty flag into two: Dirty and NeedsRebuild so setting a circuit dirty doesnt trigger a rebuild every time Added rebuild timings
59 Days Ago
Moved the tick to every frame Added timings command to debug circuit perf
59 Days Ago
Codegen
59 Days Ago
Compile fixes
59 Days Ago
merge from automated_testing
59 Days Ago
Moved server block in TestScenario_RocketSplashDamage
59 Days Ago
Don't catch exceptions in WrapTestAsCoroutine
59 Days Ago
Bug fixes and optims, only snapshots dirty slots
60 Days Ago
Trace debug commands, logs when something happens on a circuit
60 Days Ago
Power flow debug viz
60 Days Ago
Added some mint ddraw and debug commands to help debugging circuits
60 Days Ago
merge from main
60 Days Ago
merge from wiretool_reconnect_fix
60 Days Ago
Fixed wiretool connection rejected by the server in some cases after clearing previous connection
2 Months Ago
Fix battery charging issue with closed loop circuits Fixed batteries not considered as sources when building the evaluation order
2 Months Ago
merge from main
2 Months Ago
merge from iolines_shader_fix
2 Months Ago
Swapped all IO wires to use the standard shader instead of standard wire. Fixes some rendering issues, they were made transparent after some changes to the wire shader They don't really need all the features from the wire shader
2 Months Ago
More items converted to the new io system
2 Months Ago
AND OR XOR flags fixes
2 Months Ago
Registered entities aren't allocating a new circuit until wired Don't tick circuit system while loading a save, so we only rebuild everything once all the io entities and wires are registered
2 Months Ago
Converting more items to new IO system: entities are PowerConsumer by default so all lights and simple consumer work by default Button and counter evaluators