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6,857 Commits over 1,096 Days - 0.26cph!

1 Year Ago
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
1 Year Ago
main -> unskinned_windmill
1 Year Ago
syncvar_Improvements_2 -> main
1 Year Ago
dont show performance
1 Year Ago
syncvar_improvements_2 -> main
1 Year Ago
Reading is now down 200~ milliseconds - Use immediate reading mode - Only write symbols if we have them
1 Year Ago
Introduce a cache for BaseNetworkable inherited types. Slighly speeds up post processing (300 ms or so)
1 Year Ago
Remove LINQ usage on ILPostProcessor hook hot loops
1 Year Ago
ddraw_server_wrappings -> main
1 Year Ago
Add text,box,capsule server bindings
1 Year Ago
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.
1 Year Ago
allocation_reductions -> main
1 Year Ago
code gen
1 Year Ago
allocation_reductions -> main
1 Year Ago
Preset list capacity on active renderer effects (stops list reallocations at runtime)
1 Year 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
1 Year 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
1 Year Ago
Fix DLSS breaking with GetTemporary. Pass a texture descriptor struct to ask for a random write texture.
1 Year 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)
1 Year Ago
Save 40 bytes a frame in UIChat. 'FindWith' was allocating a lambda, replace with a simple loop
1 Year Ago
Stop HurtOverlay allocating 36 bytes a frame. Was boxing a float into Mathf.Max() with a single value?
1 Year Ago
unskinned_windmill -> main
1 Year Ago
More lod adjustments
1 Year Ago
LOD improvements (match sail and vain)
1 Year Ago
Fixed offset rotation
1 Year 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
1 Year Ago
WIP
1 Year Ago
main -> unskinned_windmill
1 Year Ago
scientist_boat_fixes -> naval_update
1 Year Ago
Up scientist boat count from 12 to 36 (might scale with server pop in the future)
1 Year Ago
Dont global breadcast deep sea boat spawning - should prevent weird issues... scientists being without the boat?
1 Year Ago
boat_fixes -> naval_update
1 Year Ago
Potential fix for IsDriverDead - Don't rely on a reference to dead driver (work with nulls) - Gate checks between has spawned
1 Year Ago
Prevent on killed from firing an nre during server restarts Dont save boat ai
1 Year Ago
Try to fix black bars on RHIB (that can show up at certain angles)
1 Year Ago
mounted_turret_reloading -> naval_update
1 Year Ago
naval_update -> mounted_turret_reloading
1 Year Ago
Fix some more dodgy angles on the front seat
1 Year Ago
- Swap front turret to correct mount pose (standing) - Fixed problems with front turret being unable to progress its reload bar properly - Adjust eye position on front turret - Remove logs
1 Year Ago
Fixed AI turrets not shooting at the players (incorrect dot calculation)
1 Year Ago
Better driver caching, prevents a random other npc on the boat from being marked as the driver
1 Year Ago
Fixed ai mounted weapon controller so it points at the right location again
1 Year Ago
prevent rear turret clipping checks from failing right at the corners
1 Year Ago
- AI's can now reload turrets if they are empty - Extra profiling in a bunch of turret methods - Run at randomised time to keep the thread clear
1 Year Ago
Re-add support for world and local space inputs (mouse delta vs aim angles)
1 Year Ago
Fixes to ensure the server representation is updated properly
1 Year Ago
Rewrote cmounted turret client prediction
1 Year Ago
- Correct reload time estimations (across the net) - Better client predicting aim lerps - Fix powerbar sticking
1 Year Ago
Simple reloading (just ignores the reload bar for now) Lerp client turret rotation when predicting (since we dont have snapshots to smooth it out)