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6,164 Commits over 1,614 Days - 0.16cph!

2 Hours 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
2 Hours Ago
Fix full height walls sometimes having the bottom face connecting to the top face of a neighboring wall
Today
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Today
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
Today
merge from main -> base_occlusion
Yesterday
Update the eu_15 test data zip
Yesterday
Fix angled walls sometimes picking the incorrect adjacent half height wall
Yesterday
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
Yesterday
merge from fix_packet_capture_rustrelay -> main
Yesterday
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
Yesterday
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
2 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
2 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
2 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
2 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
2 Days Ago
Optimize network group assignment after a room is recalculated
2 Days Ago
merge from fix_sail_guide_mismatch -> main
2 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
2 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
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