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6,190 Commits over 1,645 Days - 0.16cph!

Today
Cherrypick CS 170189 (set chainlink & prison gate cell as see through for base occlusion)
Today
merge from base_occlusion/prison_gate -> base_occlusion
Today
Set the prison gate door & chainlink door to see through (opt-out of room occlusion system)
Today
Update tests
Today
Reserialize prison gate cell prefabs
Today
Cleanup
Today
Fix allocations from anchoring of faces -> network groups
Today
merge from analytics_shield_damage -> main
Today
Fix line endings
Today
Add analytics for damage blocked by shields when players take damage
Today
Increase apartment building bounds as it was slightly too small
Today
Serialize apartment building
Today
Fix apartment building serializing some client only fields
Today
Fixed deployables checking all changes to building blocks nearby instead of only the most recent ones
Today
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
Today
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
5 Days Ago
Optimize the player room detection code - only invalidate a deployable & player's cached room when the rooms near it are rebuilt
5 Days Ago
Add way to simulate player load (subscriptions, room detection)
6 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
6 Days Ago
Fix full height walls sometimes having the bottom face connecting to the top face of a neighboring wall
6 Days Ago
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6 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
6 Days Ago
merge from main -> base_occlusion
7 Days Ago
Update the eu_15 test data zip
7 Days Ago
Fix angled walls sometimes picking the incorrect adjacent half height wall
7 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
7 Days Ago
merge from fix_packet_capture_rustrelay -> main
7 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
7 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
7 Days Ago
merge from ugc_censor_option -> main
7 Days Ago
Set timeout for uploads of signs to 10s
7 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
7 Days Ago
merge from batch_all_packets -> main
7 Days Ago
merge from batch_all_packets -> main
7 Days Ago
Match network to main (since it will be increased during staging wipe)
7 Days Ago
Fix after merge
7 Days Ago
merge from main -> ugc_censor_option
7 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
8 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
8 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