userIan Hendersoncancel
branchrust_reboot/main/network_optimscancel

10 Commits over 0 Days - Infinitycph!

12 Minutes Ago
Stop networking IO wire origin data and duplicate slack levels to clients Saves ~34 B per wired slot + ~5 B per wire point on network load
17 Minutes Ago
Fix flame turret sending two updates per trigger change instead of one Saves 60 B~ per nearby player each time the turret turns on or off
20 Minutes Ago
Stop water purifier sending two unchanged network updates per boil tick 30 B/s~ per nearby player
29 Minutes Ago
Dont send environment rainGraceStartTicks (only used on the server) Sends every 5 seconds. 54 → 44 B per update, so saves 10 B~ every per player every 5s
31 Minutes Ago
Door.SetOpen no longer sends a full network update when the door is already in the requested state (door closers re-close shut doors 3 s after every open/close cycle) Saves ~76 B per nearby player per call
38 Minutes Ago
Only send search light network updates when aim/flags change rather than per tick when mounted
42 Minutes Ago
Dont send travelling vendor map marker updates 20 frames a second Saves 160 bytes per network tick when the vendor is out
46 Minutes Ago
Remove old mortar prototype code Means we can remove an mortarCooldown float with every BasePlayer update Saves 6 bytes per player update
1 Hour Ago
Add a test to ensure that networkLookDirection is false for NPCs that dont have a look animator Better way to go than toggling in preprocess
1 Hour Ago
Dont send full network updates every tick for for animals without a look animator. bears, polar bears, boars, chickens, crabs, frogs, jellyfish, squirrels, rabbits, stags Worst offender is bear costing 94 bytes~ per update when roaming. ~550 B/s → ~27 B/s per bear per player while roaming