userJake_Richcancel

6,311 Commits over 1,645 Days - 0.16cph!

28 Days Ago
merge from optimize_upkeep_multiplier -> main
28 Days Ago
Refactor + cleanup
29 Days Ago
Fix the guide not detecting if the sail would block when lowered but doesn't block when up - caused the sail to be blocked only when lowered despite the guide making it look ok
29 Days Ago
Tests
29 Days Ago
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29 Days Ago
Update demos to read the new batched packet format
29 Days Ago
Update SendNetworkPositions() to use the new batched path - famous last words but batched position updates shouldn't break so we shouldn't need a ConVar to toggle behavior at runtime
29 Days Ago
Add batching for position ticks - new packet type EntityPositionBatch so old demos keep working - batches together entity position updates per player per server frame - flushes batches after ServerMgr * Invokes - skips sending time field if it's the same as the entity before it
29 Days Ago
Fix mismatch between server's check for sails and client's check - client uses rays, server used spheres - the OBB the client used to simulate the new placement wasn't rotated correctly leading to mismatch
29 Days Ago
Optimize calculating upkeep on the server - used to iterating through entire buildings when recalculating upkeep - now sums the building cost of all the entities and only adds & removes cost as entities are changed - means upkeep is now only multiplying the cached cost * the upkeep multiplier
29 Days Ago
merge from fix_switch_ammo_reload -> main
29 Days Ago
Test to prove it's fixed
29 Days Ago
Fix guns with partial reloads (shotguns) not reloading all the bullets after switching ammo - example: 4 buckshot loaded, switch to slugs and it only reloads 4
30 Days Ago
Add uploading of signs / sculptures / voicemails to our backend - simple retry: try 1x per minute, give up after 5x attempts
30 Days Ago
merge from fix_cookable_created_alloc -> main
30 Days Ago
Fix ItemModCookable allocating a new delegate every time an item is created
31 Days Ago
merge from cache_entity_links -> main
31 Days Ago
Update comment
31 Days Ago
Re-add the "Restoring X/100,000 links" for cases where the cache links aren't used
31 Days Ago
Pass `serverStartup` parameter into RestoringLoadedEntityLinks() so we don't call RCON.Update() when pasting with copypaste - probably harmless but it bugged me
31 Days Ago
merge from cache_ocean_path -> main
31 Days Ago
Optimize server startup time by caching the ocean patrol path on disk (158s -> 138s) - same idea as server occlusion grid being saved - can increase version number to regenerate next restart - convar `regenerate_ocean_path` will cause it to regenerate it next startup too
31 Days Ago
Codegen
31 Days Ago
Update test list
31 Days Ago
merge from main -> cache_entity_links
31 Days Ago
merge from optimize_duplicate_player_check -> main
31 Days Ago
merge from optimize_enforce_limits -> main
31 Days Ago
merge from fix_steam_setkey_crash -> main
31 Days Ago
Reduce number of unique keys set to prolong time until limit is hit - round entities to nearest 1000 - round FPS to nearest whole number (and clamp to 512) - round RAM to nearest 100MB - round GC count to 2 significant figures (1-9,10-90,100-900,etc) - round uptime to nearest 15m interval instead of every 30s - increases time before limit is hit from 7d -> 365d+ Prevent server from crashing if too many keys are set - stop setting new keys after 50k unique values have been set (it can still assign to previous values) - prevents server from getting enough unique values to cause the crash
32 Days Ago
Optimize server startup time by 72s (230s -> 158s) by fetching the spawnables only once instead of doing it for each of the 100 spawn populations
32 Days Ago
Optimize server startup time by 24s (254s -> 230s) by using HashSet to check for duplicate player models
33 Days Ago
Fix test attribute
33 Days Ago
Tests
33 Days Ago
Codegen
33 Days Ago
Add global const for "entity_links" version so we can invalidate all entity links when needed
33 Days Ago
Cache entity links across server restarts - if a prefab's sockets change since it was saved it will relink sockets - works for copy paste (so we can see how things were linked on a remote server)
34 Days Ago
merge from softcore_tc_limit/map_icons -> main
34 Days Ago
Update test list
34 Days Ago
Fix test attribute
35 Days Ago
merge from optimize_spawn_distribution_simple -> main
35 Days Ago
merge from main -> softcore_tc_limit/map_icons
35 Days Ago
Fix TCs being sent to you when on tutorial island Fix TCs on tutorial island being sent to you (if the island isn't instantly cleaned up)
35 Days Ago
Fix other map views (MLRS, vending, etc) showing TCs on it
35 Days Ago
Fix TC label on map able to get a delete button if a network update happens when the map is open and the sleeping bag buttons shuffle
35 Days Ago
Don't build quadtree for spawn distributions that feed in a zero length array
35 Days Ago
Reimplement the tile based version of spawn distributions without the additional optimizations on top - still saves a large amount of memory (700MB vs 780MB before)
36 Days Ago
Fix tool cupboards still showing on the map if the replicated convar for max TCs is disabled at runtime
36 Days Ago
update softcore_tc_limit/map_icons
36 Days Ago
merge from main -> softcore_tc_limit
36 Days Ago
merge from optimize_world_server_clear/maps -> main - only the server clearing WorldSerialization maps part, not the later NativeArray changes