userandererandrecancel
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9,800 Commits over 3,228 Days - 0.13cph!

Yesterday
Merge from main
Yesterday
Changing the default pool prewarm count to 1 of each instead of 10 of each (some frequently used prefab types still prewarm with 100)
3 Days Ago
Fixed edge case of underground train entrance stairs not connecting to underground line
5 Days Ago
Merge from main
5 Days Ago
Fixed several errors during demo playback
9 Days Ago
Merge from main
11 Days Ago
More server build bullshit
12 Days Ago
Merge from main
12 Days Ago
Removing fullscreen exclusive mode from settings as it provides worse performance than fullscreen window mode in Unity 2021.3 Changed all existing configs to use fullscreen window mode Enable fullscreen exclusive mode when launched with "-window-mode exclusive" startup parameter
12 Days Ago
Explicitly pass 0 as preferredRefreshRate when calling Screen.SetResolution
13 Days Ago
Merge from multithreaded_networking_3 (disabled by default)
13 Days Ago
Network++
13 Days Ago
Merge from main
13 Days Ago
Removing the need for decryptIncoming and encryptOutgoing connection flags
13 Days Ago
Restoring old connection "connected" flag behaviour
16 Days Ago
Reapply on new branch
16 Days Ago
Subtracting multithreaded_networking_2 (problem with world.transfer)
16 Days Ago
Merge from main
16 Days Ago
Another attempt at using the new server build target
16 Days Ago
Merge from multithreaded_networking_2 (disabled by default)
16 Days Ago
Fixed DemoClient not returning NetRead to pool
16 Days Ago
Merge from main
17 Days Ago
Subtracting 78457 (as far as I can tell LinuxHeadlessSimulation is the same as CloudRendering)
17 Days Ago
Replacing BuildTarget.StandaloneLinux64 with BuildTarget.LinuxHeadlessSimulation for server builds, which has no documentation anywhere (# of Google results: 6) and appears to potentially represent a third way of enabling headless mode on Linux
17 Days Ago
Subtracting StandaloneBuildSubtarget.Server
17 Days Ago
Let's try setting script defines in BuildPlayerOptions
17 Days Ago
Subtracting 78442 because SwitchActiveBuildTarget does not work when running the editor in batch mode
17 Days Ago
Ah, yes: EditorUserBuildSettings.SwitchActiveBuildTarget( buildTargetGroup, buildTarget ); EditorUserBuildSettings.standaloneBuildSubtarget = standaloneBuildSubtarget;
17 Days Ago
Repklacing BuildTargetGroup with NamedBuildTarget which as far as I'm concerned is the exact same thing, but BuildTargetGroup is missing some things that NamedBuildTarget contains (like the headless server)
17 Days Ago
Build server as StandaloneBuildSubtarget.Server
19 Days Ago
Disabling graphics jobs on macOS as a test (crash investigation)
19 Days Ago
Fixed CLIENT / SERVER switch (accidentally included in commit)
19 Days Ago
Disabling GPU skinning as for some reason it takes up to 20ms on the GPU Enabling incremental GC on macOS as a test (other platforms already had it enabled)
19 Days Ago
2021.3.16f1
19 Days Ago
Fixed reflection probe instances ignoring "occlusion culling" and "culling distance" parameters that were set on the prefab
19 Days Ago
Enabling graphics jobs inside the editor (they were already enabled in builds, so this should result in a more similar behaviour in the editor)
19 Days Ago
Enabling native Apple Silicon build
20 Days Ago
Splitting network thread into two threads (read thread and write thread)
20 Days Ago
Removing locks in GetStat, GetLastPing and GetDebug since they're only called from the main thread, which is the only thread that can disconnect the peer
23 Days Ago
Release upload files
23 Days Ago
Merge from main
24 Days Ago
Merge from main
24 Days Ago
Fixed bushes spawned through the decor system not casting any shadows
25 Days Ago
Merge from main
25 Days Ago
Full game manifest update
26 Days Ago
Reserialize prefabs (these changes can be overwritten if you have changes of an affected prefab on a branch)
26 Days Ago
Merge from main
26 Days Ago
Added 1 second timeout to all AutoResetEvent.WaitOne calls (large enough to notice something is wrong, but never deadlock) Ensure everything is cleaned up / reinitialized after disconnect / reconnect
27 Days Ago
NetRead and NetWrite use less space while pooled