userJake_Richcancel

6,311 Commits over 1,645 Days - 0.16cph!

2 Days Ago
Add conveyor tests
2 Days Ago
Rewrite conveyor system to transfer a set amount of items per tick instead of scaling with number of attached storage
2 Days Ago
Set furnace & refineries to industrial splitting mode
2 Days Ago
Resave furnace and refinery prefabs
2 Days Ago
Allow storage entities to act as splitters or passthrough for industrial
2 Days Ago
Add door open clipping tests
2 Days Ago
Stop door open animation before it clips with building blocks
2 Days Ago
Show seamless neighbor islands as terrain HLODs
2 Days Ago
Add terrain HLOD
2 Days Ago
Fix seamless players losing third person after crossing to another server
2 Days Ago
Fix arriving seamless players being left behind their boat
2 Days Ago
Fix arriving seamless players going to sleep and boats sinking
2 Days Ago
Let players off a vehicle cross between seamless servers
2 Days Ago
Fix seamless client taking entities from the wrong server
2 Days Ago
Fix empty seamless neighbor views and duplicated vehicles on slow transfers
2 Days Ago
Reopen seamless neighbor connections that drop
2 Days Ago
Add seamless nexus client neighbor connections and server switching
2 Days Ago
Add seamless nexus server links, neighbor views and vehicle transfers
2 Days Ago
Give each seamless server its own entity, item and group ID range
2 Days Ago
Widen network group IDs to 64 bits
4 Days Ago
Set the encryption level on the network thread instead of setting it on the main thread - ensures we don't set the encryption level before the client recieved approved (existing issue) and ensure batches are flushed before the packet is sent (new issue)
8 Days Ago
Cherrypick CS 170189 (set chainlink & prison gate cell as see through for base occlusion)
8 Days Ago
merge from base_occlusion/prison_gate -> base_occlusion
8 Days Ago
Set the prison gate door & chainlink door to see through (opt-out of room occlusion system)
8 Days Ago
Update tests
8 Days Ago
Reserialize prison gate cell prefabs
8 Days Ago
Cleanup
8 Days Ago
Fix allocations from anchoring of faces -> network groups
8 Days Ago
merge from analytics_shield_damage -> main
8 Days Ago
Fix line endings
8 Days Ago
Add analytics for damage blocked by shields when players take damage
8 Days Ago
Increase apartment building bounds as it was slightly too small
8 Days Ago
Serialize apartment building
8 Days Ago
Fix apartment building serializing some client only fields
8 Days Ago
Fixed deployables checking all changes to building blocks nearby instead of only the most recent ones
8 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
8 Days Ago
Fix placing / destroying doors refreshing all doors on the server instead of only the door that was modified
8 Days Ago
Optimize apartment culling - cache transform - early exit rooms that were already hidden
8 Days Ago
merge from main -> base_occlusion
9 Days Ago
Redo the occlusion of apartment rooms - check the camera position of the player instead of relying on the occlusion culling system
9 Days Ago
merge from base_occlusion -> main
9 Days Ago
Codegen
9 Days Ago
merge from base_occlusion -> main
9 Days Ago
Fix line endings
9 Days Ago
merge from main -> base_occlusion
12 Days Ago
Optimize the player room detection code - only invalidate a deployable & player's cached room when the rooms near it are rebuilt
12 Days Ago
Add way to simulate player load (subscriptions, room detection)
13 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
13 Days Ago
Fix full height walls sometimes having the bottom face connecting to the top face of a neighboring wall
13 Days Ago
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