reporust_rebootcancel

156,810 Commits over 4,566 Days - 1.43cph!

5 Hours Ago
Update test list
5 Hours Ago
Stop water purifier sending two unchanged network updates per boil tick 30 B/s~ per nearby player
6 Hours Ago
Dont send environment rainGraceStartTicks (only used on the server) Sends every 5 seconds. 54 → 44 B per update, so saves 10 B~ every per player every 5s
6 Hours Ago
Door.SetOpen no longer sends a full network update when the door is already in the requested state (door closers re-close shut doors 3 s after every open/close cycle) Saves ~76 B per nearby player per call
6 Hours Ago
merge from main -> cache_entity_links
6 Hours Ago
Only send search light network updates when aim/flags change rather than per tick when mounted
6 Hours Ago
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6 Hours Ago
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6 Hours Ago
merge from optimize_duplicate_player_check -> main
6 Hours Ago
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6 Hours Ago
Dont send travelling vendor map marker updates 20 frames a second Saves 160 bytes per network tick when the vendor is out
6 Hours Ago
merge from optimize_enforce_limits -> main
6 Hours Ago
Create the pools LaunchProjectileClientside uses at bootstrap instead of on the first shot, avoids a ~365KB alloc when the first projectile of the session is fired
6 Hours Ago
Remove old mortar prototype code Means we can remove an mortarCooldown float with every BasePlayer update Saves 6 bytes per player update
6 Hours Ago
merge from fix_steam_setkey_crash -> main
Today
Reduce number of unique keys set to prolong time until limit is hit - round entities to nearest 1000 - round FPS to nearest whole number (and clamp to 512) - round RAM to nearest 100MB - round GC count to 2 significant figures (1-9,10-90,100-900,etc) - round uptime to nearest 15m interval instead of every 30s - increases time before limit is hit from 7d -> 365d+ Prevent server from crashing if too many keys are set - stop setting new keys after 50k unique values have been set (it can still assign to previous values) - prevents server from getting enough unique values to cause the crash
Today
Compile fix, missed a file..
Add a test to ensure that networkLookDirection is false for NPCs that dont have a look animator Better way to go than toggling in preprocess
Today
Fixed 150531 not working in builds (Mega hack to bypass the PlayerUpdateCanvases call when unity renders the realtime cubemap, saving some time wasted on UI for nothing)
Today
merge from cubemap_ui_optims2
Fix the editor freezing for like 5s when you first die This was due to us loading the prefab for pretty much every item that can kill you when you die in editor. This load happens at preprocess in builds Add PrefabInformation to some deployed thrown weapons so they still display correctly in the death screen
Merge from deathscreen_editor_fix
Dont send full network updates every tick for for animals without a look animator. bears, polar bears, boars, chickens, crabs, frogs, jellyfish, squirrels, rabbits, stags Worst offender is bear costing 94 bytes~ per update when roaming. ~550 B/s → ~27 B/s per bear per player while roaming
mesh and model tweaks
Today
Restore update order just to be safe
Today
merge from soundocclusion_optims
Today
merge from scarecrow_errors_fix
Today
Fix error spam from scarecrows Fix bug that made scarecrows, gingerbread npcs, and junkpile scientists float slightly above the ground
Today
Revert ProjectSettings.asset changes
material updates post shader changes crowflock prefab uses single emitter now
Add particle stream toggle to crittermovement shader so mesh particles get a per-particle flap
Today
Fixed sounds started by destroyed monument client entities when loading not being cleared correctly
Today
Cache an invoke
Material fixes Added test flock prefab
Today
Fix gesture duration Add more sound events for sheep foot stomp and cow head shake Improve facing the player
Crow model/materials
Today
Merge from main
Today
Merge from main
Today
Fix main menu not rendering sometimes
Today
Another order fix/improvement
Today
Sound occlusion optims: - stop checking every wall between a sound and the camera once one wall muffles it - looping sounds occlusion rays are batched - virtualised sounds (sounds muted by unity) check occlusion every 1s instead of 0.25s Standing outside an average base with 40 looping sounds in range: ~0.65ms -> ~0.05 ms per frame
Today
Gamepad building hints order optim fix
Today
Scratch animation re-export at origin
Today
Pie menu optim
pt_boat_target_fixes -> main
Today
merge from pipe_mesh_optim
Today
compile fix
Fix bug causing PT boats to sometimes easily give up on targets up to 12 units above sea level. It should've been only 12 units below sea level
Hidden players rank behind every visible one, but can still be picked if nobody is visible
Today
merge from pipe_mesh_optim