branchwiseguys/main/ServerPerformancecancel

26 Commits over 30 Days - 0.04cph!

7 Years Ago
Improve server performance by ~30% by having NetworkEntities use an Update call manager. See also: https://blogs.unity3d.com/2015/12/23/1k-update-calls/
7 Years Ago
Vehicles fully deactivate on server when stationary. ~15% less CPU usage on testmap_small.
7 Years Ago
Allow AI to path interior doors
7 Years Ago
Allow open/close of interior doors, even if you don't own the building. Only outer doors are unusable (when closed) now.
7 Years Ago
New door nav system taking advantace of NavMeshLinks to replace non-carving obstacles that were there before. Major performance improvement. Also fixed a bug with door interaction text when two players were interacting with the door at once.
7 Years Ago
Trying nav changes to improve door nav performance on servers. Doors using NavMeshLinks. Unfortunately NPCs can occasionally teleport through when they shouldn't.
7 Years Ago
Don't need connection check on door interaction. Fixes NPCs not being able to interact with doors anymore.
7 Years Ago
Merging in the latest from Main into my server performance branch
7 Years Ago
Major improvements to my CharacterState and InputMessage reuse code.
7 Years Ago
Fix input issue in CLIENT+SERVER mode
7 Years Ago
Minor edits. Rebuilt protobuf proj.
7 Years Ago
Turning interp clock debug off
7 Years Ago
Get variable interpolation clock to set a value earlier. Not a server perf fix, just less stuttering on clients with lots of lag
7 Years Ago
Merging in from main
7 Years Ago
Merging the latest from Main
7 Years Ago
Fixing up a couple of other things that were borked in CLIENT+SERVER mode
7 Years Ago
Fixed CharacerState not repooling in Client+Server mode. This was an old issue that I only just discovered.
7 Years Ago
Comment only
7 Years Ago
Added pool size checking (editor only) to make sure we can't break pooling without noticing.
7 Years Ago
Using pooling with InputMessage to save on a lot of garbage. Still testing this one.
7 Years Ago
Server garbage gen reduction
7 Years Ago
Killed all the garbage generation from NetworkStats. Keys were NetworkMessageTypes but enums cause boxing when doing comparisons, generating garbage. Switched to using ints which eliminates the garbage
7 Years Ago
Has to remove all WaitForEndOfFrame use on the server due to this regression bug in the latest Unity version breaking it when in batchmode: https://issuetracker.unity3d.com/issues/waitforendofframe-doesnt-execute-in-batchmode-on-built-project
7 Years Ago
Get rid of outline warnings
7 Years Ago
OUtlineEffect for client only. Fix NRE on built Server
7 Years Ago
Allow building debug server without building release version as well