userIan Hendersoncancel

4,430 Commits over 731 Days - 0.25cph!

3 Hours Ago
scientist_boat_ai -> naval_update
3 Hours Ago
turn off debug draw
3 Hours Ago
Boat AI will automatically turn on the lights if its nighttime, keeps them off if its day
3 Hours Ago
Better lights on the RHIB
3 Hours Ago
Remove logs
3 Hours Ago
Use raycasts for avoidance instead. Spherecasts are just too unstable
4 Hours Ago
When boat dies kill all remaining scientist on board
4 Hours Ago
scientist_boat_ai -> naval_update
4 Hours Ago
Pass mount point for spawning, dont rely on position
4 Hours Ago
scientist_boat_ai -> naval_update
4 Hours Ago
Stop info box breaking with 'null action'
4 Hours Ago
Dont ram a player if they are way higher up on an island
4 Hours Ago
Stop group members including themselves in the pursuit notifications This prevents an infinite loop when pursuing a player
Better scientist mount position spawning code Compile fixes
Ensure boats have minimum: driver and turrets Then at least 1 other Then we coin flip each subsequent scientist
Spawn rhibs facing towards the deep sea centre
naval_update -> pt_boat_2
Manifest Codegen
unskinned_windmill -> main
Prefab fixes
main -> naval_update (BREAKING)
unskinned_windmill -> main
Fixed more rotational weirdness
Yesterday
Use a guide prefab so you can see the sails of the Windmill when you place it down Start the sails pointing towards the player rather than off to the left everytime https://files.facepunch.com/ianhenderson/1b1311b1/Unity_4IqvKXIbrW.mp4
Yesterday
main -> unskinned_windmill
Yesterday
syncvar_Improvements_2 -> main
Yesterday
dont show performance
Yesterday
syncvar_improvements_2 -> main
Yesterday
Reading is now down 200~ milliseconds - Use immediate reading mode - Only write symbols if we have them
Yesterday
Introduce a cache for BaseNetworkable inherited types. Slighly speeds up post processing (300 ms or so)
Yesterday
Remove LINQ usage on ILPostProcessor hook hot loops
Yesterday
ddraw_server_wrappings -> main
Yesterday
Add text,box,capsule server bindings
Yesterday
Add DDraw BasePlayer overrides to the Server (this lets you call DDraw.Line and pass in a player to forward the console command to) Add DDraw.BroadcastLine, DDraw.BroadcastSphere etc, this lets us forward the ddraw to all players automatically without specifing a player.
4 Days Ago
allocation_reductions -> main
4 Days Ago
code gen
4 Days Ago
allocation_reductions -> main
4 Days Ago
Preset list capacity on active renderer effects (stops list reallocations at runtime)
4 Days Ago
Stop UI_Hero_Infobox keeping running its update method for no reason when the menu is hidden. Restore the update loop when menu is open again. Saves 40 bytes a frame
4 Days Ago
Stop PostProcessingLayer stealing a whole 1 KB/s This was due to profiling using a formatted string, a very minor mistake that we paid in allocations on every client. - Profiling was using a formatted string in a hot loop - Hide this behind convar: graphics.detailed_postprocessing_profiling
4 Days Ago
Fix DLSS breaking with GetTemporary. Pass a texture descriptor struct to ask for a random write texture.
4 Days Ago
Dont allocate new RenderTextures every frame in PsotProcessLayer.RenderScale() Lets use RenderTexture.GetTemporary instead Savings in render loop (roughly): - AsyncTextureLoad.Texture (.4 ms) - Texture2D.LoadRawTextureData (.1 ms)
4 Days Ago
Save 40 bytes a frame in UIChat. 'FindWith' was allocating a lambda, replace with a simple loop
4 Days Ago
Stop HurtOverlay allocating 36 bytes a frame. Was boxing a float into Mathf.Max() with a single value?
4 Days Ago
unskinned_windmill -> main
4 Days Ago
More lod adjustments
4 Days Ago
LOD improvements (match sail and vain)
5 Days Ago
Fixed offset rotation
5 Days Ago
Swapped windmills from skinned mesh renderers to regular mesh renderers. With 50 windmills (high end, all around the same lod): - saving .15 on UpdateAllSkinnedMeshes - saving ,15 on MeshSkinning.Update - Saving .12 on Animators.Update - Saving .10 on DirectionUpdateAnimationBegin/End - saving 0.07 on camera rendering
5 Days Ago
WIP