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6,170 Commits over 1,004 Days - 0.26cph!

10 Months Ago
Fixed more rotational weirdness
10 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
10 Months Ago
main -> unskinned_windmill
10 Months Ago
syncvar_Improvements_2 -> main
10 Months Ago
dont show performance
10 Months Ago
syncvar_improvements_2 -> main
10 Months Ago
Reading is now down 200~ milliseconds - Use immediate reading mode - Only write symbols if we have them
10 Months Ago
Introduce a cache for BaseNetworkable inherited types. Slighly speeds up post processing (300 ms or so)
10 Months Ago
Remove LINQ usage on ILPostProcessor hook hot loops
10 Months Ago
ddraw_server_wrappings -> main
10 Months Ago
Add text,box,capsule server bindings
10 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.
10 Months Ago
allocation_reductions -> main
10 Months Ago
code gen
10 Months Ago
allocation_reductions -> main
10 Months Ago
Preset list capacity on active renderer effects (stops list reallocations at runtime)
10 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
10 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
10 Months Ago
Fix DLSS breaking with GetTemporary. Pass a texture descriptor struct to ask for a random write texture.
10 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)
10 Months Ago
Save 40 bytes a frame in UIChat. 'FindWith' was allocating a lambda, replace with a simple loop
10 Months Ago
Stop HurtOverlay allocating 36 bytes a frame. Was boxing a float into Mathf.Max() with a single value?
10 Months Ago
unskinned_windmill -> main
10 Months Ago
More lod adjustments
10 Months Ago
LOD improvements (match sail and vain)
10 Months Ago
Fixed offset rotation
10 Months 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
10 Months Ago
WIP
10 Months Ago
main -> unskinned_windmill
10 Months Ago
scientist_boat_fixes -> naval_update
10 Months Ago
Up scientist boat count from 12 to 36 (might scale with server pop in the future)
10 Months Ago
Dont global breadcast deep sea boat spawning - should prevent weird issues... scientists being without the boat?
10 Months Ago
boat_fixes -> naval_update
10 Months Ago
Potential fix for IsDriverDead - Don't rely on a reference to dead driver (work with nulls) - Gate checks between has spawned
10 Months Ago
Prevent on killed from firing an nre during server restarts Dont save boat ai
10 Months Ago
Try to fix black bars on RHIB (that can show up at certain angles)
10 Months Ago
mounted_turret_reloading -> naval_update
10 Months Ago
10 Months Ago
naval_update -> mounted_turret_reloading
10 Months Ago
Fix some more dodgy angles on the front seat
10 Months 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
10 Months Ago
Fixed AI turrets not shooting at the players (incorrect dot calculation)
10 Months Ago
Better driver caching, prevents a random other npc on the boat from being marked as the driver
10 Months Ago
Fixed ai mounted weapon controller so it points at the right location again
10 Months Ago
prevent rear turret clipping checks from failing right at the corners
10 Months 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
10 Months Ago
Re-add support for world and local space inputs (mouse delta vs aim angles)
10 Months Ago
Fixes to ensure the server representation is updated properly
10 Months Ago
Rewrote cmounted turret client prediction
10 Months Ago
- Correct reload time estimations (across the net) - Better client predicting aim lerps - Fix powerbar sticking