userJake_Richcancel
reporust_rebootcancel

5,880 Commits over 1,584 Days - 0.15cph!

Yesterday
More comments improved
Yesterday
Better comments
Yesterday
merge from base_occlusion -> main
Yesterday
Fix compile error (even though it's editor only it still can mess up editor if it switches realms)
Yesterday
merge from base_occlusion -> main
Yesterday
Fix formatting of Visibility.cs
Yesterday
merge from main -> base_occlusion
Yesterday
Fix room export tool not writing to the temp directory in the editor
Yesterday
Mark the room exporter (base -> JSON) as editor only - used so we can run tests on bases without having to spawn the entire base (which is slow)
2 Days Ago
Disable TCs from room occlusion - if you hide the TC from the client then you don't know if your authed on the base - re-enable later once we move auth networking out of the TC itself (we could only network to players authed but then we still need to know if a TC is attached to a building)
2 Days Ago
Fix line endings
2 Days Ago
More cleanup
2 Days Ago
Codegen again
2 Days Ago
Codegen
2 Days Ago
Set room occlusion and the admin bypass for it to be saved in editor - avoid us having to keep turning it on & disable the admin bypass every time we enter play mode but keep the feature disabled by default in standalone builds
2 Days Ago
Add support for convars to only be saved in the editor
3 Days Ago
merge from main -> base_occlusion
3 Days Ago
▌▍ ▉▊▇▇▆▆ ▄▄▍▋▅ ▋▊▌▌▋ ▉▇▋▋▊█ ▉▍▊▊ ▌▅▉▆▉ ▊▉▌▉▆▋█▅▅▊▆▄▍ █▄▌ ▌ ▋█▆▍▌▄ ▇▅▅ █▋ ▉▇▌█▊▅ ▉▅▌ ▆▊▍▅▆ ▊▄▇▇▉█▉▋▄ █▄▄ ▊▋▉ ██▅▇▊▉▌▋▋▇ ▋▍▌▄▉▅█▄▋▆▍▍▋ ▉▍▆ ▌▇██ ▊▉▋▊▇▌▉▊ █▊▌▇▊▍▌▉ ▊▋▉▆▉▍ ▍▉▉▉▊▉ ▇█▋█▆▇
3 Days Ago
Optimizations - add spatial grid for rooms (just like network grids) so we don't murder performance networking every room within 32m (because we actually testing this large scale now, not craggy) - fix every room being checked on the server instead of only the room that the entity was deleted from
3 Days Ago
Codegen
3 Days Ago
Make sure that disabling room occlusion after enabling it cleans everything up - we want all face definitions to be destroyed after disabling so we can re-initalize everything properly - if initialization fails, only try once instead of getting stuck trying every frame
3 Days Ago
Add base occlusion to runtime profiling so we can monitor how much main thread time it spends on room occlusion per frame
3 Days Ago
Improve the warning if the spatial network grid IDs will overlap the reserved room ids - change the encoding from hardcoded values to constants (confirmed behavior is identical)
3 Days Ago
Make room network group IDs static similar to the other reserved values instead of instance field - first 1024 IDs are for global groups - last 6.5M IDs reserved for base occlusion
3 Days Ago
Cleaned up entity face registeration so only BaseEntity calls RoomOcclusionManager.OnFacesRefreshed(entity) - used to subscribe to both DecayEntity and BuildingBlock so it could work on doors & building blocks - get rid of needing to register all faces explicitly in SaveRestore & copy paste
3 Days Ago
Update doors to only call into base occlusion when their open/closed state is changed (via flags) instead of needing to remember 3x different places it called into base occlusion
3 Days Ago
Cleanup network subscription logic so it all happens in a single place
3 Days Ago
Codegen
4 Days Ago
merge from main -> base_occlusion
4 Days Ago
▄ ▊▊▌▋▌ ▌▅█▍ ▄▊█▋▇█▋▍▉█▋▆▆█▇▉▇▄▍▄▇▄▅▇▋▌ ▍▋ ▉▌▌▊
4 Days Ago
▉ ▇▍▊▇▄█ ▊▇▉▇ ▌▋ ▆▊▋▇ ▇▉ ▄▊▍ ▅▅▆ ▍█▇▊▆▍ ▋▋▇ ▇▋ ▄▄█▇▄ ▇▍▇▍▄▉▆▋▍ ▌▋▇▉▋▉▆▋ ▇█▉▄▍ ▅▊▉▄ █▌▌▊▆▍ ▆▄ ▆▄ ▋▅▅▇▆ ▊▋█▆█▆ ▉▌█▇ ▊▄▌ ▄█▌▋█▍ ▅▇▌▆▉▋ ▄▉▉ ▉▉ ▉▆▄▆▇▅▊█ ▄▌▌▄▇ ▇ ▉▍▇▍▌
4 Days Ago
▇ ▄▇▍▋▄▌ ▉▇▊█ ▊▆▅▄
4 Days Ago
▋ ▅▆▆▇▇▉▄▍▉▆ ▆▆ ▉▍▍▊▉▆ ▌▅▆▆▇▅▌▄▉▊▇▌▌ ▇▄ ▉▆▍▉▉▄▊▇▊▅▅▇▌▅▊█▉▋▇▇▉
4 Days Ago
merge from fix_automated_test_game_view -> main
4 Days Ago
Fix automated test runner not working if the test runner window is open when play mode is entered - caused by WaitForEndOfFrame() in a coroutine stalling until the game renders the next scene - instead of chaing every usage of that in the project (and the side effects it may cause) make the test runner window focus game view
4 Days Ago
▅ ▄▌▍▌█ ▆▍▄▍ ▆▄▋▄ ▉▍ █▍▆▍▉▊▄▅▅▉▅▍▋▇▆▍▇▆▇▅▇█▅▆▇▇
5 Days Ago
merge from fix_recursive_log -> main
5 Days Ago
- fix InvalidOperationException from iterating through connections while closing socket - prevent extra error messages from being logged after a connection is closed as the connection is kicked after any exception
5 Days Ago
Add tests to prove the threaded logging system is still working with the new fix
5 Days Ago
Add 10k queued log message cap & prevent exceptions thrown while sending messages to RCON from being logged to RCON itself - unity already protected against main thread log callback calling invoking the callback recursively but we need extra protection for RCON
5 Days Ago
▊▊ ▋▊▊▅▅ ▍▄▌▅ ▅▅▆▄▆▄▊ ▋▍ ▋▇▌▅▆▍▇ ▋▋▊▄▍▋ ▇█ ▉▇▌ ▆▇▉▌▆▇▅ ▉▅▄▌ ▇▉▇▄█▄▆ ▋▉ █▊▌▇▆▇▌ ▅█▌ ▌▉▌▅▇██▍ ▄▉▍▊ ▌▆▍█▅▊▌▆▆▅▋▋▇ ▉█▆ ▉▌▉▍▅▇ ▆▇ █▇▍▊ ▄▅▅ ▆▊▋▌▊▇▋▆▅▆ ▅▉▊▋▄ ▌▋▍▆▇▆ ▍▍██▄ ▊▍
6 Days Ago
merge from fix_editor_logthread_nre -> main
6 Days Ago
Add try catch to the OutputHandler so if an exception SOMEHOW happens it can't kill the process (since it runs in the finalizer thread)
6 Days Ago
Fix log thread throwing ObjectDisposedException in editor - also fix the Task exceptions not being flattened fully
6 Days Ago
merge from sentry_upload -> main
6 Days Ago
Re-add the "max 3 uploads per session" logic that got removed accidently
6 Days Ago
Add missing catch {} to a try statement that only had a finally {} block
6 Days Ago
Cleanup
10 Days Ago
Fix HttpContent being double disposed
10 Days Ago
merge from main -> sentry_upload