branchrust_reboot/main/april_22_optimisationscancel

13 Commits over 0 Days - ∞cph!

2 Years Ago
Remove the IK targets from the planner prefab on the server
2 Years Ago
Move NPCWalkAnimation to the persistent work queue
2 Years Ago
Moved laser beams to the new persistent work queue Removed a redundant bit of extra work for non weapon mounted laser beams Fixed voice props laser lights not loading their speed setting properly if they were on while the server was loaded
2 Years Ago
merge from main
2 Years Ago
Hot air balloons will now disable global broadcast if they are grounded, the engine is off and they are deflated
2 Years Ago
WIP on reducing the number of layout components (156->93) as layouts can take anywhere from 0.3 to 0.8ms a frame Removed layouts on item blueprint buttons (and improved sizing for non-english languages on New text) Disabled contents of AI designer panel when not in use Disabled layouts on conversation screen Disabled contents of NetGraph when not in use
2 Years Ago
Don't update FlameJet LineRenderers if it's not active
3 Years Ago
If we lose references to sounds, remove them from the budget list.
3 Years Ago
Only add ReverbZoneTriggers to SoundManager when they're in range.
3 Years Ago
Add new PersistentObjectWorkQueue, similar to ObjectWorkQueue<T> but designed to iterate over a non-changing list of objects Implemented new queue on LightgroupAtTime (consistently taking 0.6ms a frame, new limit is 0.1ms) Fixed ObjectWorkQueues never actually starting the stopwatch (this will be causing performance impacts on clients and servers)
3 Years Ago
SegmentMaskPositioning no longer allocates 432 bytes every frame and is faster (this component is active whenever the inventory is open) Remove a duplicate mounted check in BasePlayer.ClientUpdate
3 Years Ago
Checking an animator bool and not assigning if necessary is slightly faster than setting it every frame, so do that in PlayerModel.UpdateParameters
3 Years Ago
Don't get voice processor volume on NPC's