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3,110 Commits over 915 Days - 0.14cph!

9 Months Ago
Merge from main -> full_server_demos
9 Months Ago
Pass prefab import context into DoPrepare but didn't end up speeding up imports or builds
9 Months Ago
Apply `IDoPrepare` interface to all components with the reflection "DoPrepare" Change `Rust.Editor.ForceLabel()` to not save the asset (you can't save to disk when importing) Remove all "SavePrefabAsset()" calls inside `DoPrepare()` methods Remove all `SetDirty()` calls inside `DoPrepare()`
9 Months Ago
See if we can skip the "PreparePrefabs" part of build process by moving prefab processing from build step -> import step - add AssetPostprocessor to call "DoPrepare" methods while assets are being imported - add IDoPrepare interface to replce the reflection based method
9 Months Ago
merge optimize_build_generate_manifest -> main (test if it makes a difference)
9 Months Ago
Apply `AssetDatabase.StartAssetEditing()` to the entire "Update Game Manifest" instead of just "Prefab Prefabs"
9 Months Ago
Merge from main -> full_server_demos
9 Months Ago
Don't upload demos when `upload_demos` is set false or when `upload_url` is unset
9 Months Ago
Rename variables inside `FullServerDemos.cs` to be as readable as possible
9 Months Ago
Add `upload_demos` convar to turn off uploading and keep it on disk
9 Months Ago
Missed one file for CS0197
9 Months Ago
Fix CS0197 warnings - change static method `NetRead.Free( ref NetRead )` to `NetRead.RemoveReference()` - move `Interlocked.Increment()` into `NetRead.AddReference()`
9 Months Ago
Fix the server recording inbound packets twice: once from decryption thread & once on the main thread
9 Months Ago
Don't split up PacketId and the rest of the packet
9 Months Ago
Cleanup variable names Fix writing packet length directly to the FileStream instead of the Writer.BaseStream
9 Months Ago
Cleanup convars
9 Months Ago
Improve benchmark demo command
9 Months Ago
Merge from main -> full_server_demos
9 Months Ago
Disable global networked bases until we get a fully custom rendering pipeline
9 Months Ago
Add `benchmark_demo_upload` to ensure we don't overload the game server when uploading blobs
9 Months Ago
Prevent assets from reimporting (by calling AssetDatabase.StartAssetEditing) when calling `PreparePrefabs` during build Cut down time from 1000s -> 30s: will it work in practice?
9 Months Ago
Fix NRE when trying to access null string ConVars (changed codegen) Run codegen
9 Months Ago
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9 Months Ago
Merge from main -> full_server_demos
9 Months Ago
Try catch all parts of demo thread (incase of error on startup) Try to create demo directory in multiple places (incase it gets deleted or changed by users) (this will also kick off a new build)
9 Months Ago
Don't record raknet packets used to establish a connection
9 Months Ago
Compile fix
9 Months Ago
Change default flush interval from 1 min -> 5 min
9 Months Ago
Store session start timestamp (when demo recording started) in header Use connection Guid instead of dictionary in player lookup (to avoid players reconnecting causing issues) - change DemoPlayerInfo.SteamId -> Guid (ulong technically) Change path to `server-demos/{serverid}/sessions/{sessionid}/{chunkid}.sdem` (to make it easier to navigate in azure) Fix compressedSize in demo header being incorrect (FileStream.Length > FileStream.Position)
9 Months Ago
Switch from `demo_server_id` -> `server_id` convar - save across restarts - set server_id on startup if not set Remove `upload_token` convar, rely on putting SAS token in upload endpoint for now (can polish later once we figure out how we want to refresh tokens) Fix hardcoded "test" container and use the container from the SAS url
9 Months Ago
Merge from main -> full_server_demos
9 Months Ago
Refactor into multiple .cs files as the code has grown
9 Months Ago
Delete demos off disk past a certain quota to avoid consuming entire disk during upload failure Add `server_demo_disk_space_gb` (default 30GB)
9 Months Ago
Allow server demos to be turned on and off at runtime
9 Months Ago
Only disable frustum culling if one of the mirrors cameras is enabled (to avoid an inactive/disabled camera turning off frustum culling)
9 Months Ago
Mark new building meshes as readable = true so they work with multidraw
9 Months Ago
Add `print_instanced_draw_calls` to print draw calls (including how many are batched by multidraw) Allows us to spot materials that have the wrong settings to help reduce draw calls needing to be submitted by the CPU
9 Months Ago
Merge from gnb_shadow_material_improvements -> gnb_support_new_building_skins
9 Months Ago
Enable instancing on building skin materials
9 Months Ago
Re-run converter on building block prefabs to convert all new building skins to instanced rendering
9 Months Ago
merge from test_gnb_memory_leak -> main (fix GNB memory leak)
9 Months Ago
Fix the shadow materials of a bunch of building block renderers
9 Months Ago
Add additional funcitonality to `List Shadow Materials` to fix the materials (convert all ShadowOnly materials to use "shadow" material)
9 Months Ago
Fix GNB memory leak (submitting draw calls to disabled cameras will leak memory)
9 Months Ago
Add `instantiate_test` command to test new InstantiateAsync() method
9 Months Ago
Update CurrentVersion.cs to 2022.3
9 Months Ago
12k .meta files after it reimported a bunch of textures
9 Months Ago
ProjectVersion 2021.3.35f1 -> 2022.3.20f1
9 Months Ago
Manually commenting out audio import deprecation so it compiles
9 Months Ago
Unity auto-upgrading C# from 2021->2022