userJake_Richcancel

3,958 Commits over 1,066 Days - 0.15cph!

1 Year 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()`
1 Year 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
1 Year Ago
merge optimize_build_generate_manifest -> main (test if it makes a difference)
1 Year Ago
Apply `AssetDatabase.StartAssetEditing()` to the entire "Update Game Manifest" instead of just "Prefab Prefabs"
1 Year Ago
Merge from main -> full_server_demos
1 Year Ago
Don't upload demos when `upload_demos` is set false or when `upload_url` is unset
1 Year Ago
Rename variables inside `FullServerDemos.cs` to be as readable as possible
1 Year Ago
Add `upload_demos` convar to turn off uploading and keep it on disk
1 Year Ago
Missed one file for CS0197
1 Year Ago
Fix CS0197 warnings - change static method `NetRead.Free( ref NetRead )` to `NetRead.RemoveReference()` - move `Interlocked.Increment()` into `NetRead.AddReference()`
1 Year Ago
Fix the server recording inbound packets twice: once from decryption thread & once on the main thread
1 Year Ago
Don't split up PacketId and the rest of the packet
1 Year Ago
Cleanup variable names Fix writing packet length directly to the FileStream instead of the Writer.BaseStream
1 Year Ago
Cleanup convars
1 Year Ago
Improve benchmark demo command
1 Year Ago
Merge from main -> full_server_demos
1 Year Ago
Disable global networked bases until we get a fully custom rendering pipeline
1 Year Ago
Add `benchmark_demo_upload` to ensure we don't overload the game server when uploading blobs
1 Year 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?
1 Year Ago
Fix NRE when trying to access null string ConVars (changed codegen) Run codegen
1 Year Ago
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1 Year Ago
Merge from main -> full_server_demos
1 Year 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)
1 Year Ago
Don't record raknet packets used to establish a connection
1 Year Ago
Compile fix
1 Year Ago
Change default flush interval from 1 min -> 5 min
1 Year 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)
1 Year 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
1 Year Ago
Merge from main -> full_server_demos
1 Year Ago
Refactor into multiple .cs files as the code has grown
1 Year 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)
1 Year Ago
Allow server demos to be turned on and off at runtime
1 Year Ago
Only disable frustum culling if one of the mirrors cameras is enabled (to avoid an inactive/disabled camera turning off frustum culling)
1 Year Ago
Mark new building meshes as readable = true so they work with multidraw
1 Year 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
1 Year Ago
Merge from gnb_shadow_material_improvements -> gnb_support_new_building_skins
1 Year Ago
Enable instancing on building skin materials
1 Year Ago
Re-run converter on building block prefabs to convert all new building skins to instanced rendering
1 Year Ago
merge from test_gnb_memory_leak -> main (fix GNB memory leak)
1 Year Ago
Fix the shadow materials of a bunch of building block renderers
1 Year Ago
Add additional funcitonality to `List Shadow Materials` to fix the materials (convert all ShadowOnly materials to use "shadow" material)
1 Year Ago
Fix GNB memory leak (submitting draw calls to disabled cameras will leak memory)
1 Year Ago
Add `instantiate_test` command to test new InstantiateAsync() method
1 Year Ago
Update CurrentVersion.cs to 2022.3
1 Year Ago
12k .meta files after it reimported a bunch of textures
1 Year Ago
ProjectVersion 2021.3.35f1 -> 2022.3.20f1
1 Year Ago
Manually commenting out audio import deprecation so it compiles
1 Year Ago
Unity auto-upgrading C# from 2021->2022
1 Year Ago
Cache ItemModCookable and ItemModBurnable inside ItemDefinition
1 Year Ago
Regenerate protobuf and move some code to partial class Reimplement PostSave() but rename to `PostSaveToDIsk()` to make it clearer Implement bool `isAuthed` on client to fix pooling of SimplePrivilege