userJake_Richcancel

4,802 Commits over 1,400 Days - 0.14cph!

2 Years Ago
Re-run converter on building block prefabs to convert all new building skins to instanced rendering
2 Years Ago
merge from test_gnb_memory_leak -> main (fix GNB memory leak)
2 Years Ago
Fix the shadow materials of a bunch of building block renderers
2 Years Ago
Add additional funcitonality to `List Shadow Materials` to fix the materials (convert all ShadowOnly materials to use "shadow" material)
2 Years Ago
Fix GNB memory leak (submitting draw calls to disabled cameras will leak memory)
2 Years Ago
Add `instantiate_test` command to test new InstantiateAsync() method
2 Years Ago
Update CurrentVersion.cs to 2022.3
2 Years Ago
12k .meta files after it reimported a bunch of textures
2 Years Ago
ProjectVersion 2021.3.35f1 -> 2022.3.20f1
2 Years Ago
Manually commenting out audio import deprecation so it compiles
2 Years Ago
Unity auto-upgrading C# from 2021->2022
2 Years Ago
Cache ItemModCookable and ItemModBurnable inside ItemDefinition
2 Years Ago
Regenerate protobuf and move some code to partial class Reimplement PostSave() but rename to `PostSaveToDIsk()` to make it clearer Implement bool `isAuthed` on client to fix pooling of SimplePrivilege
2 Years Ago
Serialize Protobuf.Entity on the outbound network thread on the server Deserialize Protobuf.Entity in the inbound decryption thread on the client Change _NetworkCache from MemoryStream -> ProtoBuf.Entity RefCount ProtoBuf.Entity so we can keep it on the main thread as a cache as well as serialize it on network thread Initialize ProtocolParser.staticBuffer on each network thread (can do it automatically later) Remove `netcachesize` convar on the server since we aren't pooling memory streams InvalidateNetworkCache() will now invalidate the Protobuf.Entity ToStreamForNetwork() will Save() then put the ProtoBuf.Entity into the NetWrite ToStream() (normal saving for disk) stays the same Remove PostSave() (easier to remove than reimplement on network thread)
2 Years Ago
Fixed the colors in UI when assigning a player to a bag or turrets to match the color scheme for rest of game Green = Teammate online Dark green = Teammate offline Blue = Friend online Dark blue = friend offline White = Player on server online Dark white = Player on server offline
2 Years Ago
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2 Years Ago
Add analytics for all modified convars
2 Years Ago
Fix pipe tool not resuming the entire industrial pipe when switching active item / reconnecting (only was reconnecting the first 1-2 part) Fix wire tool & pipe tool not saving color when disconnecting wire Fix orange pipe looking blue when holding pipe tool out
2 Years Ago
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2 Years Ago
Serialize `Protobuf.BaseNetworkable` before the protobuf entity
2 Years Ago
Few fixes, disable "play" button when seeking over gaps in demos
2 Years Ago
Clamp the seek bar to the timeline
2 Years Ago
Can drag red seek line to change the start point of the demo Show start timestamp under the seek bar Show "blue" where the player was active & "yellow" where the player was idle
2 Years Ago
merge packet_ordering -> full_server_demos
2 Years Ago
Fix cloud demo items not highlighting when hovering or selected
2 Years Ago
Cleanup upload code a bit
2 Years Ago
Denmo UI doesn't want to catch mouse pointer events
2 Years Ago
First implementation of client browser for cloud demos
2 Years Ago
Store chunkId in header file
2 Years Ago
Merge from main -> full_server_demos
2 Years Ago
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2 Years Ago
Ignore EntityPosition & DisconnectReason when incrementing inbound count as those packets are unordered
2 Years Ago
Change `write.PacketId()` -> `Net.sv.StartWrite( packetId )` so we can prefix the packet Id before the packet ordering VarInt
2 Years Ago
Include VarInt at the beginning of each outbound client packet to improve accuracy of demos
2 Years Ago
Replace prediction inside ceiling light
2 Years Ago
Fix RPC that were passing null in the function name
2 Years Ago
Move the prediction check from all RPCs into `SignalBroadcast`
2 Years Ago
Regex + manual tweaks to remove sourceConnection from all RPC methods as it's only used in a single RPC but takes 8 bytes each packet
2 Years Ago
Enqueue packets for demo from network threads instead of main thread
2 Years Ago
Change header class from fields -> properties (for System.Text.Json)
2 Years Ago
Merge upload -> full_server_demos
2 Years Ago
Add convar to zip demos as we save them to disk (default true) Set Content-Type & Content-Encoding for demo & header as well as if the content is zipped or not
2 Years Ago
Delete demo chunks after they are uploaded to Azure
2 Years Ago
Implement code to upload demo to azure
2 Years Ago
Recompiled Facepunch.Nexus to target System.Runtime.CompilerServices.Unsafe 6.0.0 (was 4.0.4.0)
2 Years Ago
Add azure blob storage SDK manually from nuget
2 Years Ago
Expose variables for server demos as convar `full_server_demo` convar will only be applied on startup but can be changed at runtime to apply next restart
2 Years Ago
Moving from stash to branch* When `ServerDemo` convar is enabled on startup, the server will recordall network traffic on the server as one big demo file Packets sent to multiple players are only recorded once (store list of players sent to) Inbound & outbound data is stored in the order it was processed on the server The demo is written to disk on a separate thread to make performance impact minimal Demo is split into 1 minute chunks for testing (will be 5 minutes later) Each demo chunk is given a unique filename with the .sdem extension (represents .serverdemo) A json "header file" is written with each demo chunk wiht information on how the demo should be loaded (list of players, number of packets, time span, etc) Changed pooling of NetRead & NetWrite to use reference counting to account for another thread needing to finish processing before they are pooled
2 Years Ago
Heat spreads through walls to other rooms (slowly) from hot rooms
2 Years Ago
Change vitals to always show "too hot" or "too cold" so I can see what temperature the player is at