userJake_Richcancel

4,034 Commits over 1,127 Days - 0.15cph!

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
1 Year Ago
Serialize Protobuf.Entity on the outbound network thread on the server Deserialize Protobuf.Entity in the inbound decryption thread on the client Change _NetworkCache from MemoryStream -> ProtoBuf.Entity RefCount ProtoBuf.Entity so we can keep it on the main thread as a cache as well as serialize it on network thread Initialize ProtocolParser.staticBuffer on each network thread (can do it automatically later) Remove `netcachesize` convar on the server since we aren't pooling memory streams InvalidateNetworkCache() will now invalidate the Protobuf.Entity ToStreamForNetwork() will Save() then put the ProtoBuf.Entity into the NetWrite ToStream() (normal saving for disk) stays the same Remove PostSave() (easier to remove than reimplement on network thread)
1 Year Ago
Fixed the colors in UI when assigning a player to a bag or turrets to match the color scheme for rest of game Green = Teammate online Dark green = Teammate offline Blue = Friend online Dark blue = friend offline White = Player on server online Dark white = Player on server offline
1 Year Ago
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1 Year Ago
Add analytics for all modified convars
1 Year Ago
Fix pipe tool not resuming the entire industrial pipe when switching active item / reconnecting (only was reconnecting the first 1-2 part) Fix wire tool & pipe tool not saving color when disconnecting wire Fix orange pipe looking blue when holding pipe tool out
1 Year Ago
▉▆▉ ▍▌█ ▊▊▇▇▇▆▊ & ▍▌█▍▇▅▉█▌▄ ▆█▅▆▌▆▍ (▅▄▅▇▅█▌▄▌▉▆ ▉▍▅▌▌▅▉ ▄▌█▋▍▅, ▌▊▆▇▉ ▋▅▌█ █▆▇▅▇▌▇ ▉▌█ ▊▇▌▌▌▇▉▍)
1 Year Ago
Serialize `Protobuf.BaseNetworkable` before the protobuf entity
1 Year Ago
Few fixes, disable "play" button when seeking over gaps in demos
1 Year Ago
Clamp the seek bar to the timeline
1 Year Ago
Can drag red seek line to change the start point of the demo Show start timestamp under the seek bar Show "blue" where the player was active & "yellow" where the player was idle
1 Year Ago
merge packet_ordering -> full_server_demos
1 Year Ago
Fix cloud demo items not highlighting when hovering or selected
1 Year Ago
Cleanup upload code a bit
1 Year Ago
Denmo UI doesn't want to catch mouse pointer events
1 Year Ago
First implementation of client browser for cloud demos
1 Year Ago
Store chunkId in header file
1 Year Ago
Merge from main -> full_server_demos
1 Year Ago
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1 Year Ago
Ignore EntityPosition & DisconnectReason when incrementing inbound count as those packets are unordered
1 Year Ago
Change `write.PacketId()` -> `Net.sv.StartWrite( packetId )` so we can prefix the packet Id before the packet ordering VarInt
1 Year Ago
Include VarInt at the beginning of each outbound client packet to improve accuracy of demos
1 Year Ago
Replace prediction inside ceiling light
1 Year Ago
Fix RPC that were passing null in the function name
1 Year Ago
Move the prediction check from all RPCs into `SignalBroadcast`