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6,184 Commits over 1,645 Days - 0.16cph!

52 Minutes Ago
Fix allocations from anchoring of faces -> network groups
1 Hour Ago
merge from analytics_shield_damage -> main
1 Hour Ago
Fix line endings
3 Hours Ago
Add analytics for damage blocked by shields when players take damage
5 Hours Ago
Increase apartment building bounds as it was slightly too small
5 Hours Ago
Serialize apartment building
5 Hours Ago
Fix apartment building serializing some client only fields
5 Hours Ago
Fixed deployables checking all changes to building blocks nearby instead of only the most recent ones
5 Hours 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
6 Hours Ago
Fix placing / destroying doors refreshing all doors on the server instead of only the door that was modified
Today
Optimize apartment culling - cache transform - early exit rooms that were already hidden
Today
merge from main -> base_occlusion
Yesterday
Redo the occlusion of apartment rooms - check the camera position of the player instead of relying on the occlusion culling system
Yesterday
merge from base_occlusion -> main
Yesterday
Codegen
Yesterday
merge from base_occlusion -> main
Yesterday
Fix line endings
Yesterday
merge from main -> base_occlusion
4 Days Ago
Optimize the player room detection code - only invalidate a deployable & player's cached room when the rooms near it are rebuilt
4 Days Ago
Add way to simulate player load (subscriptions, room detection)
5 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
5 Days Ago
Fix full height walls sometimes having the bottom face connecting to the top face of a neighboring wall
5 Days Ago
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5 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
5 Days Ago
merge from main -> base_occlusion
6 Days Ago
Update the eu_15 test data zip
6 Days Ago
Fix angled walls sometimes picking the incorrect adjacent half height wall
6 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
6 Days Ago
merge from fix_packet_capture_rustrelay -> main
6 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
6 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
6 Days Ago
merge from ugc_censor_option -> main
6 Days Ago
Set timeout for uploads of signs to 10s
6 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
6 Days Ago
merge from batch_all_packets -> main
6 Days Ago
merge from batch_all_packets -> main
6 Days Ago
Match network to main (since it will be increased during staging wipe)
6 Days Ago
Fix after merge
6 Days Ago
merge from main -> ugc_censor_option
6 Days Ago
merge from main -> batch_all_packets
7 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
7 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
7 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
7 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
7 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
7 Days Ago
Optimize network group assignment after a room is recalculated
7 Days Ago
merge from fix_sail_guide_mismatch -> main
7 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
7 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
7 Days Ago
Move packet batch from Dictionary -> Connection field