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6,160 Commits over 1,614 Days - 0.16cph!

3 Hours Ago
merge from main -> base_occlusion
Today
Update the eu_15 test data zip
Today
Fix angled walls sometimes picking the incorrect adjacent half height wall
Today
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
Today
merge from fix_packet_capture_rustrelay -> main
Today
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
Today
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
Yesterday
merge from ugc_censor_option -> main
Yesterday
Set timeout for uploads of signs to 10s
Yesterday
Fixes from API changes - max amount of uploads queued to 1k - include server ip & port in JSON body instead of headers - update endpoint
Yesterday
merge from batch_all_packets -> main
Yesterday
merge from batch_all_packets -> main
Yesterday
Match network to main (since it will be increased during staging wipe)
Yesterday
Fix after merge
Yesterday
merge from main -> ugc_censor_option
Yesterday
merge from main -> batch_all_packets
Yesterday
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
Yesterday
Switch the tests with doors from unit tests -> automated tests - was throwing errors after the navmesh was changed, figured may as well make automated
Yesterday
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
Yesterday
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
Yesterday
Optimize time taken when room occlusion is turned on at runtime (18s -> 4s) - only visit every face once instead of refreshing nearby faces and calculating multiple times
Yesterday
Optimize network group assignment after a room is recalculated
Yesterday
merge from fix_sail_guide_mismatch -> main
Yesterday
Optimize network thread's batching overhead slightly - during the end of frame flush only set the last batch sent as "immediate" priority - avoids paying the extra 0.4us to wake the RakNet thread after every single batch sent, instead only paying it once for the entire batch
Yesterday
Add unordered batch alongside the ordered one so we keep sending position packets unordered while keeping them batched - my previous commits were incorrect: positions have always been sent unordered
2 Days Ago
Move packet batch from Dictionary -> Connection field
2 Days Ago
merge from main -> fix_sail_guide_mismatch
3 Days Ago
Switch the full server export for base occlusion export JSON -> protobuf - although it was zipped it was taking 30s to deserialize, yikes - still supports JSON exports for the smaller pastes
3 Days Ago
Optimize speed for base occlusion tests when ran across a full server - only load the map once per set of tests
3 Days Ago
Fix after merge
3 Days Ago
merge from base_occlusion/foundation_offset_fix -> base_occlusion
3 Days Ago
update base_occlusion/foundation_offset_fix
3 Days Ago
merge from base_occlusion/vending_door_fix -> base_occlusion
3 Days Ago
Update tests
3 Days Ago
Add support for doors to be "always closed" but still treated like portals between rooms - allows vending machines to block visibility between rooms while keeping the same code as doors
3 Days Ago
Add the "door blocker" component for base occlusion to the vending machine prefab too
3 Days Ago
Fix entities placed in sockets (vending machines) not linking up with their sockets until stability runs (which doesn't apply for vending machines) or server restart - part of the reason vending machines didn't block occlusion: they sometimes had no links
3 Days Ago
Update tests to be aware of the extra faces on foundations now
3 Days Ago
Fix a foundation surrounded by walls being connected to a foundation outside the base offset half below - add faces on the sides of foundations & rely on existing face linking behavior to work properly
3 Days Ago
Reserialize foundation prefabs before adding new faces (for clean diff)
3 Days Ago
Set "occlusion_door_immediate" to false by default (was supposed to be since we show everything within 32m)
3 Days Ago
Optimize doors when recalculating series of connected rooms when doors are opened & closed
3 Days Ago
merge from analytics_base_occlusion -> main
3 Days Ago
Fix compile errors
3 Days Ago
Add analytics events for rotating and flipping building blocks
3 Days Ago
merge from main -> base_occlusion
3 Days Ago
merge from analytics_base_occlusion -> main
3 Days Ago
Add "isOpen" to the existing door toggled event
4 Days Ago
Fix NetWrite.SendImmediate() not using the writeLock (pre-existing issue)
5 Days Ago
Rename field