userFlaviencancel

7,013 Commits over 912 Days - 0.32cph!

58 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
58 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
59 Days Ago
IOCircuitSystem indentation fix
59 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
59 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
59 Days Ago
Reduced the amount of flags OR AND and XOR switches are setting
59 Days Ago
Reduced the amount of TryGetComponentRecord calls
59 Days Ago
Circuit merge do not set the whole circuit as dirty + eval pass micro optims
2 Months Ago
No allocations when running the flood fill when rebuilding circuits
2 Months Ago
Updated all SimpleLight prefabs to use the HasPower flag instead of On
2 Months 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)
2 Months Ago
Added a max flag flip per tick per circuit budget too (too many flag changes can stall the client)
2 Months 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
2 Months 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
2 Months Ago
Cleanup
2 Months Ago
Ceiling lights just use the HasPower flag instead of On
2 Months Ago
More io entities using the new flag update Auto turret is not sending full network update when turned on or off
2 Months Ago
Forgot Circuit.cs
2 Months 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
2 Months Ago
Moved the tick to every frame Added timings command to debug circuit perf
2 Months Ago
Codegen
2 Months Ago
Compile fixes
2 Months Ago
merge from automated_testing
2 Months Ago
Moved server block in TestScenario_RocketSplashDamage
2 Months Ago
Don't catch exceptions in WrapTestAsCoroutine
2 Months Ago
Bug fixes and optims, only snapshots dirty slots
2 Months Ago
Trace debug commands, logs when something happens on a circuit
2 Months Ago
Power flow debug viz
2 Months Ago
Added some mint ddraw and debug commands to help debugging circuits
2 Months Ago
merge from main
2 Months Ago
merge from wiretool_reconnect_fix
2 Months 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
2 Months Ago
Added baked config at register time Batteries are data based
2 Months Ago
Splitter evaluator
2 Months Ago
Memory cell evaluator
2 Months Ago
Root combiner distributes drain evenly on batteries connected to its inputs
2 Months Ago
Evaluator refactoring
2 Months Ago
Branch and blocker evaluators Some cleanup and fixes
2 Months Ago
merge from main
2 Months Ago
Batteries tick flow. Charged and depleted on the same tick Bug fixes and refactoring
2 Months Ago
Some reserialized metas
2 Months Ago
Updated some legacy input code to use the new input system