userIan Hendersoncancel

6,576 Commits over 1,066 Days - 0.26cph!

11 Months Ago
Remove logs
11 Months Ago
Use raycasts for avoidance instead. Spherecasts are just too unstable
11 Months Ago
When boat dies kill all remaining scientist on board
11 Months Ago
scientist_boat_ai -> naval_update
11 Months Ago
Pass mount point for spawning, dont rely on position
11 Months Ago
scientist_boat_ai -> naval_update
11 Months Ago
Stop info box breaking with 'null action'
11 Months Ago
Dont ram a player if they are way higher up on an island
11 Months Ago
Stop group members including themselves in the pursuit notifications This prevents an infinite loop when pursuing a player
11 Months Ago
Better scientist mount position spawning code Compile fixes
11 Months Ago
Ensure boats have minimum: driver and turrets Then at least 1 other Then we coin flip each subsequent scientist
11 Months Ago
Spawn rhibs facing towards the deep sea centre
11 Months Ago
naval_update -> pt_boat_2
11 Months Ago
Manifest Codegen
11 Months Ago
unskinned_windmill -> main
11 Months Ago
Prefab fixes
11 Months Ago
main -> naval_update (BREAKING)
11 Months Ago
unskinned_windmill -> main
11 Months Ago
Fixed more rotational weirdness
11 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
11 Months Ago
main -> unskinned_windmill
11 Months Ago
syncvar_Improvements_2 -> main
11 Months Ago
dont show performance
11 Months Ago
syncvar_improvements_2 -> main
11 Months Ago
Reading is now down 200~ milliseconds - Use immediate reading mode - Only write symbols if we have them
11 Months Ago
Introduce a cache for BaseNetworkable inherited types. Slighly speeds up post processing (300 ms or so)
11 Months Ago
Remove LINQ usage on ILPostProcessor hook hot loops
11 Months Ago
ddraw_server_wrappings -> main
11 Months Ago
Add text,box,capsule server bindings
11 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.
11 Months Ago
allocation_reductions -> main
11 Months Ago
code gen
11 Months Ago
allocation_reductions -> main
11 Months Ago
Preset list capacity on active renderer effects (stops list reallocations at runtime)
11 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
11 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
11 Months Ago
Fix DLSS breaking with GetTemporary. Pass a texture descriptor struct to ask for a random write texture.
11 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)
11 Months Ago
Save 40 bytes a frame in UIChat. 'FindWith' was allocating a lambda, replace with a simple loop
11 Months Ago
Stop HurtOverlay allocating 36 bytes a frame. Was boxing a float into Mathf.Max() with a single value?
11 Months Ago
unskinned_windmill -> main
11 Months Ago
More lod adjustments
11 Months Ago
LOD improvements (match sail and vain)
11 Months Ago
Fixed offset rotation
11 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
11 Months Ago
WIP
11 Months Ago
main -> unskinned_windmill
11 Months Ago
scientist_boat_fixes -> naval_update
11 Months Ago
Up scientist boat count from 12 to 36 (might scale with server pop in the future)
11 Months Ago
Dont global breadcast deep sea boat spawning - should prevent weird issues... scientists being without the boat?