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6,166 Commits over 1,614 Days - 0.16cph!

Today
Optimize the player room detection code - only invalidate a deployable & player's cached room when the rooms near it are rebuilt
Today
Add way to simulate player load (subscriptions, room detection)
Yesterday
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
Yesterday
Fix full height walls sometimes having the bottom face connecting to the top face of a neighboring wall
Yesterday
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Yesterday
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
Yesterday
merge from main -> base_occlusion
2 Days Ago
Update the eu_15 test data zip
2 Days Ago
Fix angled walls sometimes picking the incorrect adjacent half height wall
2 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
3 Days Ago
merge from fix_packet_capture_rustrelay -> main
3 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
3 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
3 Days Ago
merge from ugc_censor_option -> main
3 Days Ago
Set timeout for uploads of signs to 10s
3 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
3 Days Ago
merge from batch_all_packets -> main
3 Days Ago
merge from batch_all_packets -> main
3 Days Ago
Match network to main (since it will be increased during staging wipe)
3 Days Ago
Fix after merge
3 Days Ago
merge from main -> ugc_censor_option
3 Days Ago
merge from main -> batch_all_packets
3 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
3 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
3 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
3 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
3 Days Ago
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
3 Days Ago
Optimize network group assignment after a room is recalculated
4 Days Ago
merge from fix_sail_guide_mismatch -> main
4 Days Ago
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
4 Days Ago
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
4 Days Ago
Move packet batch from Dictionary -> Connection field
4 Days Ago
merge from main -> fix_sail_guide_mismatch
4 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
4 Days Ago
Optimize speed for base occlusion tests when ran across a full server - only load the map once per set of tests
4 Days Ago
Fix after merge
4 Days Ago
merge from base_occlusion/foundation_offset_fix -> base_occlusion
5 Days Ago
update base_occlusion/foundation_offset_fix
5 Days Ago
merge from base_occlusion/vending_door_fix -> base_occlusion
5 Days Ago
Update tests
5 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
5 Days Ago
Add the "door blocker" component for base occlusion to the vending machine prefab too
5 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
5 Days Ago
Update tests to be aware of the extra faces on foundations now
5 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
5 Days Ago
Reserialize foundation prefabs before adding new faces (for clean diff)
5 Days Ago
Set "occlusion_door_immediate" to false by default (was supposed to be since we show everything within 32m)
5 Days Ago
Optimize doors when recalculating series of connected rooms when doors are opened & closed
5 Days Ago
merge from analytics_base_occlusion -> main
5 Days Ago
Fix compile errors