userJake_Richcancel

4,787 Commits over 1,400 Days - 0.14cph!

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