userJake_Richcancel

6,314 Commits over 1,645 Days - 0.16cph!

3 Days Ago
Fix conveyors not resuming their scan when transferring items over multiple ticks
3 Days Ago
Speed up conveyor ticks when outputs are almost full
3 Days Ago
Add benchmarks for worst case of old code
3 Days Ago
Add conveyor tests
3 Days Ago
Rewrite conveyor system to transfer a set amount of items per tick instead of scaling with number of attached storage
3 Days Ago
Set furnace & refineries to industrial splitting mode
3 Days Ago
Resave furnace and refinery prefabs
3 Days Ago
Allow storage entities to act as splitters or passthrough for industrial
3 Days Ago
Add door open clipping tests
3 Days Ago
Stop door open animation before it clips with building blocks
3 Days Ago
Show seamless neighbor islands as terrain HLODs
3 Days Ago
Add terrain HLOD
3 Days Ago
Fix seamless players losing third person after crossing to another server
3 Days Ago
Fix arriving seamless players being left behind their boat
3 Days Ago
Fix arriving seamless players going to sleep and boats sinking
3 Days Ago
Let players off a vehicle cross between seamless servers
3 Days Ago
Fix seamless client taking entities from the wrong server
3 Days Ago
Fix empty seamless neighbor views and duplicated vehicles on slow transfers
3 Days Ago
Reopen seamless neighbor connections that drop
3 Days Ago
Add seamless nexus client neighbor connections and server switching
3 Days Ago
Add seamless nexus server links, neighbor views and vehicle transfers
3 Days Ago
Give each seamless server its own entity, item and group ID range
3 Days Ago
Widen network group IDs to 64 bits
5 Days Ago
Set the encryption level on the network thread instead of setting it on the main thread - ensures we don't set the encryption level before the client recieved approved (existing issue) and ensure batches are flushed before the packet is sent (new issue)
9 Days Ago
Cherrypick CS 170189 (set chainlink & prison gate cell as see through for base occlusion)
9 Days Ago
merge from base_occlusion/prison_gate -> base_occlusion
9 Days Ago
Set the prison gate door & chainlink door to see through (opt-out of room occlusion system)
9 Days Ago
Update tests
9 Days Ago
Reserialize prison gate cell prefabs
9 Days Ago
Cleanup
9 Days Ago
Fix allocations from anchoring of faces -> network groups
9 Days Ago
merge from analytics_shield_damage -> main
9 Days Ago
Fix line endings
9 Days Ago
Add analytics for damage blocked by shields when players take damage
9 Days Ago
Increase apartment building bounds as it was slightly too small
9 Days Ago
Serialize apartment building
9 Days Ago
Fix apartment building serializing some client only fields
9 Days Ago
Fixed deployables checking all changes to building blocks nearby instead of only the most recent ones
9 Days Ago
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
9 Days Ago
Fix placing / destroying doors refreshing all doors on the server instead of only the door that was modified
9 Days Ago
Optimize apartment culling - cache transform - early exit rooms that were already hidden
9 Days Ago
merge from main -> base_occlusion
10 Days Ago
Redo the occlusion of apartment rooms - check the camera position of the player instead of relying on the occlusion culling system
10 Days Ago
merge from base_occlusion -> main
10 Days Ago
Codegen
10 Days Ago
merge from base_occlusion -> main
10 Days Ago
Fix line endings
10 Days Ago
merge from main -> base_occlusion
13 Days Ago
Optimize the player room detection code - only invalidate a deployable & player's cached room when the rooms near it are rebuilt
13 Days Ago
Add way to simulate player load (subscriptions, room detection)