userandrecancel

12,539 Commits over 4,109 Days - 0.13cph!

8 Years Ago
Added LOD mesh swapping support to StagedResourceEntity Fixed ores using the wrong mesh in the distance when partially broken
8 Years Ago
Merge from gc_optimizations
8 Years Ago
Merge from main
8 Years Ago
Fixed fireball prefab path warning Fixed hacky workaround in fireball entity code to reference the spread entity
8 Years Ago
Profiling
8 Years Ago
Typo fix
8 Years Ago
Added pooling to ColliderGroup / RendererGroup / FoliageGroup (eiliminates GC allocs) Eliminated a 20B GC alloc from RendererKey.GetHashCode (ShadowCastingMode boxing)
8 Years Ago
Merge from main
8 Years Ago
DeferredExtension.OnGUI is ifdef UNITY_EDITOR
8 Years Ago
Deleting ProfileData (unused)
8 Years Ago
Eliminated SpecialPurposeCamera GC allocs
8 Years Ago
Eliminated GC allocs from FPSTimer
8 Years Ago
Profiling
8 Years Ago
EffectRecycle / DecalRecycle cache their invoke actions (eliminates GC allocs once pooled)
8 Years Ago
Entity links are pooled (eliminates GC allocs)
8 Years Ago
Removed GC allocs from GetComponentInChildrenIncludeDisabled
8 Years Ago
Nicer separation of editor-only entity networking cost in the profiler
8 Years Ago
Rebuilt Facepunch.Network and Facepunch.Raknet plugins
8 Years Ago
Networkable + Subscriber are pooled (eliminates GC allocs) Networkable fires events via NetworkHandler interface instead of actions (eliminates GC when subscribing / unsubscribing events)
8 Years Ago
Deleting Plugins/Facepunch (all part of Facepunch.Network)
8 Years Ago
BaseNetworkable SaveInfo / LoadInfo are structs (eliminates GC allocs)
8 Years Ago
Cherry picking improved CreateOrUpdateEntity profiling (22318)
8 Years Ago
Much more detailed profiling in CreateOrUpdateEntity (ClientSpawn, ClientInit, InitShared etc)
8 Years Ago
Reapplied EAC API 2
8 Years Ago
Reverting to legacy EAC API due to server authentication issues Network++
8 Years Ago
Removed gc.interval since it's bullshit and the thought of someone having it enabled scares me
8 Years Ago
Added StringFormatCache (caches the result of repeated string.Format calls with the same arguments) Eliminated GC allocs from effect path assembly (this affected every single effect spawn)
8 Years Ago
Fixed animation event prefab paths not being lowercase
8 Years Ago
More prefab paths that weren't lowercase
8 Years Ago
Fixed some hardcoded prefab paths in code that weren't lowercase
8 Years Ago
Removed some crazy inefficient methods from GameManager that should not be used by anything Eliminated GC allocs from lowercase conversion of prefab names (triggered by spawn handler, decor spawners) Log warning when having to convert prefab names to lowercase (should never happen)
8 Years Ago
Added AssetNameCache (with GetName / GetNameLower / GetNameUpper extension methods for materials and physic materials) Eliminated GC allocs from footstep / footprint lookups, hit effect lookups and gib effect lookups
8 Years Ago
Reduced distance fog / aerial perspective density at daytime / dusk / dawn by 25-50%
8 Years Ago
Added "authtimeout" convar (default = 10 seconds)
8 Years Ago
Reduced spawn density of wooden logs by around 30%
8 Years Ago
Disabled saving on radtown ore nodes (not supported by loot spawn points, RUST-1747)
8 Years Ago
Better spawn handler density enforcement
8 Years Ago
Larger coastal player spawn areas
8 Years Ago
Eliminated ~300B of GC allocs whenever a randomized sound was played
8 Years Ago
Profiling
8 Years Ago
Eliminated GC allocs from effect instantiates (IEffect.SetupEffect) Eliminated GC allocs from effect weapon bone parenting (EffectParentToWeaponBone) Eliminated GC allocs when switching resource stages (StagedResourceBreakEffect)
8 Years Ago
EAC SDK update (fixes macOS startup issue)
8 Years Ago
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8 Years Ago
Network++
8 Years Ago
Merge from eac_api_2
8 Years Ago
Merge from main
8 Years Ago
Rebuilt Facepunch.Network and Facepunch.Raknet
8 Years Ago
Merge from main
8 Years Ago
EAC SDK update (eliminates GC allocations)
8 Years Ago
Do EAC auth right after Steam auth