userIan Hendersoncancel

4,766 Commits over 762 Days - 0.26cph!

36 Days Ago
Ensure boats have minimum: driver and turrets Then at least 1 other Then we coin flip each subsequent scientist
36 Days Ago
Spawn rhibs facing towards the deep sea centre
36 Days Ago
naval_update -> pt_boat_2
36 Days Ago
Manifest Codegen
36 Days Ago
unskinned_windmill -> main
36 Days Ago
Prefab fixes
36 Days Ago
main -> naval_update (BREAKING)
36 Days Ago
unskinned_windmill -> main
36 Days Ago
Fixed more rotational weirdness
37 Days 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
37 Days Ago
main -> unskinned_windmill
37 Days Ago
syncvar_Improvements_2 -> main
37 Days Ago
dont show performance
37 Days Ago
syncvar_improvements_2 -> main
37 Days Ago
Reading is now down 200~ milliseconds - Use immediate reading mode - Only write symbols if we have them
37 Days Ago
Introduce a cache for BaseNetworkable inherited types. Slighly speeds up post processing (300 ms or so)
37 Days Ago
Remove LINQ usage on ILPostProcessor hook hot loops
37 Days Ago
ddraw_server_wrappings -> main
37 Days Ago
Add text,box,capsule server bindings
37 Days 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.
40 Days Ago
allocation_reductions -> main
40 Days Ago
code gen
40 Days Ago
allocation_reductions -> main
40 Days Ago
Preset list capacity on active renderer effects (stops list reallocations at runtime)
40 Days 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
40 Days 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
40 Days Ago
Fix DLSS breaking with GetTemporary. Pass a texture descriptor struct to ask for a random write texture.
40 Days 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)
40 Days Ago
Save 40 bytes a frame in UIChat. 'FindWith' was allocating a lambda, replace with a simple loop
40 Days Ago
Stop HurtOverlay allocating 36 bytes a frame. Was boxing a float into Mathf.Max() with a single value?
40 Days Ago
unskinned_windmill -> main
40 Days Ago
More lod adjustments
40 Days Ago
LOD improvements (match sail and vain)
40 Days Ago
Fixed offset rotation
40 Days 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
40 Days Ago
WIP
40 Days Ago
main -> unskinned_windmill
40 Days Ago
scientist_boat_fixes -> naval_update
40 Days Ago
Up scientist boat count from 12 to 36 (might scale with server pop in the future)
40 Days Ago
Dont global breadcast deep sea boat spawning - should prevent weird issues... scientists being without the boat?
41 Days Ago
boat_fixes -> naval_update
41 Days Ago
Potential fix for IsDriverDead - Don't rely on a reference to dead driver (work with nulls) - Gate checks between has spawned
41 Days Ago
Prevent on killed from firing an nre during server restarts Dont save boat ai
41 Days Ago
Try to fix black bars on RHIB (that can show up at certain angles)
41 Days Ago
mounted_turret_reloading -> naval_update
41 Days Ago
41 Days Ago
naval_update -> mounted_turret_reloading
41 Days Ago
Fix some more dodgy angles on the front seat
41 Days 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
41 Days Ago
Fixed AI turrets not shooting at the players (incorrect dot calculation)