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5,036 Commits over 792 Days - 0.26cph!

2 Months Ago
scientist_boat_ai -> naval_update
2 Months Ago
If a boat is sinking dont keep trying to apply corrective forces. These forces have always been applied - without it boat sinking looks really cool
2 Months Ago
Missed file
2 Months Ago
Ensure players are properly killed
2 Months Ago
Dont do any clipping checks for AI on the PT Boat and RHIB
2 Months Ago
Add new ClippingCheckAiMode to BaseVehicle.Server Let's us skip clipping checks for AI, or apply to both AI and players
2 Months Ago
scientist_boat_ai -> naval_update
2 Months Ago
turn off debug draw
2 Months Ago
Boat AI will automatically turn on the lights if its nighttime, keeps them off if its day
2 Months Ago
Better lights on the RHIB
2 Months Ago
Remove logs
2 Months Ago
Use raycasts for avoidance instead. Spherecasts are just too unstable
2 Months Ago
When boat dies kill all remaining scientist on board
2 Months Ago
scientist_boat_ai -> naval_update
2 Months Ago
Pass mount point for spawning, dont rely on position
2 Months Ago
scientist_boat_ai -> naval_update
2 Months Ago
Stop info box breaking with 'null action'
2 Months Ago
Dont ram a player if they are way higher up on an island
2 Months Ago
Stop group members including themselves in the pursuit notifications This prevents an infinite loop when pursuing a player
2 Months Ago
Better scientist mount position spawning code Compile fixes
2 Months Ago
Ensure boats have minimum: driver and turrets Then at least 1 other Then we coin flip each subsequent scientist
2 Months Ago
Spawn rhibs facing towards the deep sea centre
2 Months Ago
naval_update -> pt_boat_2
2 Months Ago
Manifest Codegen
2 Months Ago
unskinned_windmill -> main
2 Months Ago
Prefab fixes
2 Months Ago
main -> naval_update (BREAKING)
2 Months Ago
unskinned_windmill -> main
2 Months Ago
Fixed more rotational weirdness
2 Months 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
2 Months Ago
main -> unskinned_windmill
2 Months Ago
syncvar_Improvements_2 -> main
2 Months Ago
dont show performance
2 Months Ago
syncvar_improvements_2 -> main
2 Months Ago
Reading is now down 200~ milliseconds - Use immediate reading mode - Only write symbols if we have them
2 Months Ago
Introduce a cache for BaseNetworkable inherited types. Slighly speeds up post processing (300 ms or so)
2 Months Ago
Remove LINQ usage on ILPostProcessor hook hot loops
2 Months Ago
ddraw_server_wrappings -> main
2 Months Ago
Add text,box,capsule server bindings
2 Months 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.
2 Months Ago
allocation_reductions -> main
2 Months Ago
code gen
2 Months Ago
allocation_reductions -> main
2 Months Ago
Preset list capacity on active renderer effects (stops list reallocations at runtime)
2 Months 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
2 Months 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
2 Months Ago
Fix DLSS breaking with GetTemporary. Pass a texture descriptor struct to ask for a random write texture.
2 Months 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)
2 Months Ago
Save 40 bytes a frame in UIChat. 'FindWith' was allocating a lambda, replace with a simple loop
2 Months Ago
Stop HurtOverlay allocating 36 bytes a frame. Was boxing a float into Mathf.Max() with a single value?