userJake_Richcancel

6,190 Commits over 1,645 Days - 0.16cph!

Yesterday
Cherrypick CS 170189 (set chainlink & prison gate cell as see through for base occlusion)
Yesterday
merge from base_occlusion/prison_gate -> base_occlusion
Yesterday
Set the prison gate door & chainlink door to see through (opt-out of room occlusion system)
Yesterday
Update tests
Yesterday
Reserialize prison gate cell prefabs
Yesterday
Cleanup
Yesterday
Fix allocations from anchoring of faces -> network groups
Yesterday
merge from analytics_shield_damage -> main
Yesterday
Fix line endings
Yesterday
Add analytics for damage blocked by shields when players take damage
2 Days Ago
Increase apartment building bounds as it was slightly too small
2 Days Ago
Serialize apartment building
2 Days Ago
Fix apartment building serializing some client only fields
2 Days Ago
Fixed deployables checking all changes to building blocks nearby instead of only the most recent ones
2 Days Ago
Sort rooms per-floor to speed up the execution time - 0.1ms -> <0.02ms / frame (only when in network range of apartment building) is very acceptable
2 Days Ago
Fix placing / destroying doors refreshing all doors on the server instead of only the door that was modified
2 Days Ago
Optimize apartment culling - cache transform - early exit rooms that were already hidden
2 Days Ago
merge from main -> base_occlusion
3 Days Ago
Redo the occlusion of apartment rooms - check the camera position of the player instead of relying on the occlusion culling system
3 Days Ago
merge from base_occlusion -> main
3 Days Ago
Codegen
3 Days Ago
merge from base_occlusion -> main
3 Days Ago
Fix line endings
3 Days Ago
merge from main -> base_occlusion
6 Days Ago
Optimize the player room detection code - only invalidate a deployable & player's cached room when the rooms near it are rebuilt
6 Days Ago
Add way to simulate player load (subscriptions, room detection)
7 Days Ago
Run full voxel based flooding of every single base to get a good source of truth of what every base's visibility should be, so we can then sus out faces of building blocks that have missing sockets & incorrect connections
7 Days Ago
Fix full height walls sometimes having the bottom face connecting to the top face of a neighboring wall
7 Days Ago
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7 Days Ago
Update individual room test data for base occlusion - this is a random selection of bases from the full map data that was also have, will explore a better way to store it in future but for now it's fine
7 Days Ago
merge from main -> base_occlusion
8 Days Ago
Update the eu_15 test data zip
8 Days Ago
Fix angled walls sometimes picking the incorrect adjacent half height wall
8 Days Ago
Fix steam networking bug from only sending the last batch as Immediate - set every single batch as immediate on steam networking, only set last batch on raknet - fixes every packet waiting 5ms for nagle in steam networking
8 Days Ago
merge from fix_packet_capture_rustrelay -> main
8 Days Ago
Fix packet capture writing packets sent to rust relay - intended to only capture player-facing traffic - can use convar `packet_capture_rust_relay` to enable capturing rust relay if you really want
8 Days Ago
Fix edge links which have identical distances flipping based on what was placed first - make the tiebreak use the lower network ID so tests don't have to wonder about this small inconsistency
8 Days Ago
merge from ugc_censor_option -> main
8 Days Ago
Set timeout for uploads of signs to 10s
8 Days Ago
Fixes from API changes - max amount of uploads queued to 1k - include server ip & port in JSON body instead of headers - update endpoint
8 Days Ago
merge from batch_all_packets -> main
8 Days Ago
merge from batch_all_packets -> main
8 Days Ago
Match network to main (since it will be increased during staging wipe)
8 Days Ago
Fix after merge
8 Days Ago
merge from main -> ugc_censor_option
8 Days Ago
merge from main -> batch_all_packets
9 Days Ago
Optimize refreshing links after block is spawned & killed - refreshing neighbors was causing faces to be queued multiple times, will now only queue each face at most once after changes
9 Days Ago
Switch the tests with doors from unit tests -> automated tests - was throwing errors after the navmesh was changed, figured may as well make automated
9 Days Ago
Cache "is outside" score per set of connected rooms, only recalculate the rooms that were changed - makes it cheaper to destroy / add blocks to buildings
9 Days Ago
Optimize empty room search after blocks are destroyed - track rooms when they have all faces removed and mark as destroyed instead of checking to see if any rooms need to be cleaned up