userFlaviencancel

6,882 Commits over 851 Days - 0.34cph!

8 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)
8 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
8 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
9 Days Ago
IOCircuitSystem indentation fix
9 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
9 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
9 Days Ago
Reduced the amount of flags OR AND and XOR switches are setting
9 Days Ago
Reduced the amount of TryGetComponentRecord calls
9 Days Ago
Circuit merge do not set the whole circuit as dirty + eval pass micro optims
10 Days Ago
No allocations when running the flood fill when rebuilding circuits
10 Days Ago
Updated all SimpleLight prefabs to use the HasPower flag instead of On
10 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)
10 Days Ago
Added a max flag flip per tick per circuit budget too (too many flag changes can stall the client)
10 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
11 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
12 Days Ago
Cleanup
12 Days Ago
Ceiling lights just use the HasPower flag instead of On
12 Days Ago
More io entities using the new flag update Auto turret is not sending full network update when turned on or off
12 Days Ago
Forgot Circuit.cs
12 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
12 Days Ago
Moved the tick to every frame Added timings command to debug circuit perf
12 Days Ago
Codegen
12 Days Ago
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12 Days Ago
Compile fixes
13 Days Ago
merge from automated_testing
13 Days Ago
Moved server block in TestScenario_RocketSplashDamage
13 Days Ago
Don't catch exceptions in WrapTestAsCoroutine
13 Days Ago
Bug fixes and optims, only snapshots dirty slots
13 Days Ago
Trace debug commands, logs when something happens on a circuit
13 Days Ago
Power flow debug viz
13 Days Ago
Added some mint ddraw and debug commands to help debugging circuits
13 Days Ago
merge from main
13 Days Ago
merge from wiretool_reconnect_fix
13 Days Ago
Fixed wiretool connection rejected by the server in some cases after clearing previous connection
14 Days Ago
Fix battery charging issue with closed loop circuits Fixed batteries not considered as sources when building the evaluation order
14 Days Ago
merge from main
14 Days Ago
merge from iolines_shader_fix
14 Days 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
14 Days Ago
More items converted to the new io system
14 Days Ago
AND OR XOR flags fixes
14 Days 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
14 Days 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
14 Days Ago
Added baked config at register time Batteries are data based
14 Days Ago
Splitter evaluator
15 Days Ago
Memory cell evaluator
15 Days Ago
Root combiner distributes drain evenly on batteries connected to its inputs
15 Days Ago
Evaluator refactoring
15 Days Ago
Branch and blocker evaluators Some cleanup and fixes
15 Days Ago
merge from main
15 Days Ago
Batteries tick flow. Charged and depleted on the same tick Bug fixes and refactoring