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5,356 Commits over 854 Days - 0.26cph!

4 Months Ago
main -> unskinned_windmill
4 Months Ago
syncvar_Improvements_2 -> main
4 Months Ago
dont show performance
4 Months Ago
syncvar_improvements_2 -> main
4 Months Ago
Reading is now down 200~ milliseconds - Use immediate reading mode - Only write symbols if we have them
4 Months Ago
Introduce a cache for BaseNetworkable inherited types. Slighly speeds up post processing (300 ms or so)
4 Months Ago
Remove LINQ usage on ILPostProcessor hook hot loops
4 Months Ago
ddraw_server_wrappings -> main
4 Months Ago
Add text,box,capsule server bindings
4 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.
4 Months Ago
allocation_reductions -> main
4 Months Ago
code gen
4 Months Ago
allocation_reductions -> main
4 Months Ago
Preset list capacity on active renderer effects (stops list reallocations at runtime)
4 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
4 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
4 Months Ago
Fix DLSS breaking with GetTemporary. Pass a texture descriptor struct to ask for a random write texture.
4 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)
4 Months Ago
Save 40 bytes a frame in UIChat. 'FindWith' was allocating a lambda, replace with a simple loop
4 Months Ago
Stop HurtOverlay allocating 36 bytes a frame. Was boxing a float into Mathf.Max() with a single value?
4 Months Ago
unskinned_windmill -> main
4 Months Ago
More lod adjustments
4 Months Ago
LOD improvements (match sail and vain)
4 Months Ago
Fixed offset rotation
4 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
4 Months Ago
WIP
4 Months Ago
main -> unskinned_windmill
4 Months Ago
scientist_boat_fixes -> naval_update
4 Months Ago
Up scientist boat count from 12 to 36 (might scale with server pop in the future)
4 Months Ago
Dont global breadcast deep sea boat spawning - should prevent weird issues... scientists being without the boat?
4 Months Ago
boat_fixes -> naval_update
4 Months Ago
Potential fix for IsDriverDead - Don't rely on a reference to dead driver (work with nulls) - Gate checks between has spawned
4 Months Ago
Prevent on killed from firing an nre during server restarts Dont save boat ai
4 Months Ago
Try to fix black bars on RHIB (that can show up at certain angles)
4 Months Ago
mounted_turret_reloading -> naval_update
4 Months Ago
4 Months Ago
naval_update -> mounted_turret_reloading
4 Months Ago
Fix some more dodgy angles on the front seat
4 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
4 Months Ago
Fixed AI turrets not shooting at the players (incorrect dot calculation)
4 Months Ago
Better driver caching, prevents a random other npc on the boat from being marked as the driver
4 Months Ago
Fixed ai mounted weapon controller so it points at the right location again
4 Months Ago
prevent rear turret clipping checks from failing right at the corners
4 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
4 Months Ago
Re-add support for world and local space inputs (mouse delta vs aim angles)
4 Months Ago
Fixes to ensure the server representation is updated properly
4 Months Ago
Rewrote cmounted turret client prediction
4 Months Ago
- Correct reload time estimations (across the net) - Better client predicting aim lerps - Fix powerbar sticking
4 Months 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)
4 Months Ago
PTBoat script handles loot spawning rather than the spawner itself This means console command spawned boats will spawn their loot properly