userFlaviencancel

7,203 Commits over 943 Days - 0.32cph!

31 Days Ago
merge from menu_close_blur_fix
31 Days Ago
merge from catapult_reloadtime_nerf
31 Days Ago
Catapult reload time increased to 6 seconds (was 3)
32 Days Ago
merge from uibindings_nre_fix
32 Days Ago
Fix attempt for the UI bindings NRE spam
32 Days Ago
merge from crafting_stall_fix
32 Days Ago
Fixed the 1s client stall when opening the crafting menu for the first time We now warmup the steam item definitions when they load, so the first ItemDefinition.skins2 call hits cached properties instead of doing thousands of cold native Steamworks calls (caused by the PlayerBlueprints.HasUnlocked recent optims)
41 Days Ago
merge from main
42 Days Ago
Fix attempt for the flaky rocket splash tests, added damage tolerance for blocks taking very low damage due to physics not being deterministic
43 Days Ago
merge from siegeweapon_firedamage
43 Days Ago
Compile fix
43 Days Ago
Different approach so it doesnt impact incendiary ammo damage on vehicles: - FireBall can only damage vehicles of type BaseSiegeWeapon - Revert the vehicles heat protection changes
43 Days Ago
merge from siegeweapon_firedamage
43 Days Ago
Protection tweaks
43 Days Ago
Made siege weapon vulnerable to fire (as intended initially) - Added vehicle world layer to all fireball prefabs - Set heat protection to 1 for all vehicles except siege weapons
43 Days Ago
merge from iteration_optims
43 Days Ago
Fix no domain reload and compile simulator toolbar buttons disappearing randomly for real this time
43 Days Ago
Fixed nre when main menu is disabled when entering playmode in a playable scene
43 Days Ago
merge from iteration_optims
43 Days Ago
In editor, reuse preprocessed persistent prefab instances instead of instantiating them again. Only applies to big prefabs like GameUI, MenuUI2, EngineUI2 and SkinViewer2 Saves ~500ms when entering playmode on average
43 Days Ago
merge from main
43 Days Ago
merge from hasunlocked_optims
43 Days Ago
PlayerBlueprints.HasUnlocked optims: we now cache owned workshop skin items, avoiding full steam definition scans during UI refresh and craft validation, save 1s on LocalPlayer.HasUnlocked when entering playmode Also saves time in client and server call when validating craft and unlocking
43 Days Ago
merge from iteration_optims
43 Days Ago
Snake mask -> Snake Mask
43 Days Ago
Added Disable Analytics Upload editor prefs Saves a second when exiting playmode
43 Days Ago
Swapped a UnloadUnusedAssets in WorldSetup to ConVar.GC.unload, so it respects the Disable Unloading Assets editor pref Was taking around 600ms when entering playground
44 Days Ago
merge from console_optims
44 Days Ago
Fixed pasting a large string in the console input field being slow ConsoleTMPInputField handles pasting itself by processing everything in one go
44 Days Ago
merge from bootstrap_optims
44 Days Ago
Fixed skin viewer trying to load prefabs from the prefab asset scene when its not loaded yet Added a safeguard in GUIDToObject, any request from a non loaded asset scene won't cache the null miss
44 Days Ago
merge from main
44 Days Ago
merge from menuwarmup_editor_optims
44 Days Ago
Fixed home's hero video init issue when using no menu warmup mode
44 Days Ago
Added Disable Game UI editor pref, disables the game ui (don't need it sometimes when working on main menu stuff) Saves around a sec
44 Days Ago
Added Disable Dev Tools Warmup editor pref, skips the dev tools tabs warmup until first opened Saves ~0.3s when entering playmode
44 Days Ago
Disable menu ui warmup editor pref now skips instantiation of the menu pages completely, they get created on first navigation instead Saves ~2.5 seconds when entering playmode, without disabling the menu ui completely (at the expense of stalls when opening the menu tabs for the first time)
44 Days Ago
merge from server_inventorydeserializing_optims
44 Days Ago
Server skips fetching all the properties of players steam items when deserializing their inventory Speeds up entering playmode (and runtime server inventory deserializing), can be slow depending on your inv size
44 Days Ago
merge from bootstrap_optims
44 Days Ago
Removed the forced world and prefabs asset scenes activation from bootstrap (they still stream in the background, bootstrap no longer waits on them) Skin viewer activates the prefabs scene when opened for the first time, it keeps waiting for it to be loaded if its not ready to be activated Skin viewer loads bundled workshop skins through a sync path when the async bundle queue is blocked (the world scene holds the queue until its activated it when connecting to a server)
44 Days Ago
merge from console_optims
44 Days Ago
Console autocomplete optims
44 Days Ago
Console: no more truncated combatlog, big perf improvements (only reparse changed rows, flex texts can use the measure fast path)
44 Days Ago
merge from mainmenu_toggle_optims
44 Days Ago
Applied the same system to the F1 menu - ~12ms -> ~4.20ms - GC ~115KB -> ~10KB
45 Days Ago
- Added a fast path for root canvas toggling, that lets us toggle the main menu root canvas without triggering a lot of stuff on every graphic - Graphic::CacheCanvas walks up and stops at the first enabled canvas instead of doing a nasty GetComponentsInParent, saves ~560KB of GC per menu toggle - Each main menu page now has a canvas component too Toggling the menu: - ~134ms → ~45ms - GC ~600KB -> 24KB
45 Days Ago
SoftMask optims: - Don't bother updating disabled soft masks from OnCanvasHierarchyChanged - NearestMask cache disabled masks, so we can skip the second walk SoftMask.OnCanvasHierarchyChanged 30ms -> 0.03ms when opening the main menu
45 Days Ago
merge from snapping_bind
45 Days Ago
Also updated wire slack and snap attraction point game tip to use tokenized binds