userJake_Richcancel

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

9 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
9 Days Ago
Optimize network group assignment after a room is recalculated
9 Days Ago
merge from fix_sail_guide_mismatch -> main
9 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
9 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
9 Days Ago
Move packet batch from Dictionary -> Connection field
10 Days Ago
merge from main -> fix_sail_guide_mismatch
10 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
10 Days Ago
Optimize speed for base occlusion tests when ran across a full server - only load the map once per set of tests
10 Days Ago
Fix after merge
10 Days Ago
merge from base_occlusion/foundation_offset_fix -> base_occlusion
10 Days Ago
update base_occlusion/foundation_offset_fix
10 Days Ago
merge from base_occlusion/vending_door_fix -> base_occlusion
10 Days Ago
Update tests
10 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
10 Days Ago
Add the "door blocker" component for base occlusion to the vending machine prefab too
10 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
10 Days Ago
Update tests to be aware of the extra faces on foundations now
10 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
10 Days Ago
Reserialize foundation prefabs before adding new faces (for clean diff)
11 Days Ago
Set "occlusion_door_immediate" to false by default (was supposed to be since we show everything within 32m)
11 Days Ago
Optimize doors when recalculating series of connected rooms when doors are opened & closed
11 Days Ago
merge from analytics_base_occlusion -> main
11 Days Ago
Fix compile errors
11 Days Ago
Add analytics events for rotating and flipping building blocks
11 Days Ago
merge from main -> base_occlusion
11 Days Ago
merge from analytics_base_occlusion -> main
11 Days Ago
Add "isOpen" to the existing door toggled event
12 Days Ago
Fix NetWrite.SendImmediate() not using the writeLock (pre-existing issue)
12 Days Ago
Rename field
12 Days Ago
Take the idea of batching position packets and instead apply it to all types of packets - queue up packets per frame - send them out after invokes finish - packets are batched on the network thread so no change to the main thread - new packet type to indicate if it's a batch of small packets - ConVar to control batching at runtime - client can handle both batched & unbatched packets - batches are sent as "immediate" so they bypass raknet's internal buffering since we are now basically doing the buffering RakNet was doing
14 Days Ago
Fix server collider for sail having both the "lowered" and "raised" colliders active after it was first spawned
14 Days Ago
Add test for it
14 Days Ago
Add 50MB zip test case
14 Days Ago
Add ability for room occlusion to take one of the newer saves with cached entity links and export that directly to a full server state of the world (instead of only splitting it into multiple copy paste files) - allows loading an entire server to benchmark performance - can now zip base occlusion test fixtures because JSON files don't scale well to 400MB (who would have expected)
14 Days Ago
Tests
14 Days Ago
Codegen
14 Days Ago
Fixed building blocks being destroyed causing doors to be recalculated when they didn't need to be
14 Days Ago
merge from main -> base_occlusion
14 Days Ago
Another fix for sails - check if the placement is valid before it does the 5cm shift that some deployable placement guides use to prevent visual clipping - sails were unique in that they actually were affected after their placement was moved 5cm causing the sail to appear valid yet it would be blocked when the sail in front of it was lowered
14 Days Ago
merge from main -> fix_sail_guide_mismatch
14 Days Ago
Add automated tests for placing foundations in rocks
15 Days Ago
merge from main -> ugc_censor_option
15 Days Ago
merge from main -> fix_foundation_clipping_rocks
15 Days Ago
merge from optimize_decay_frame_budget -> main
15 Days Ago
merge from softcore_disable_corpses -> main
15 Days Ago
Disable deployable corpse system in softcore Increase max TCs in softcore from 3 -> 6 - fix "changelog" in main menu not reflecting the max TC count when convar is changed
16 Days Ago
Make search after wall is destroyed stop once both sides reach eachother
16 Days Ago
Fix rooms being regenerated when changes were made instead of only regenerating the modified parts
16 Days Ago
Switch to IList to prevent boxing