9,800 Commits over 3,228 Days - 0.13cph!
Changing the default pool prewarm count to 1 of each instead of 10 of each (some frequently used prefab types still prewarm with 100)
Fixed edge case of underground train entrance stairs not connecting to underground line
Fixed several errors during demo playback
More server build bullshit
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
Explicitly pass 0 as preferredRefreshRate when calling Screen.SetResolution
Merge from multithreaded_networking_3 (disabled by default)
Removing the need for decryptIncoming and encryptOutgoing connection flags
Restoring old connection "connected" flag behaviour
Subtracting multithreaded_networking_2 (problem with world.transfer)
Another attempt at using the new server build target
Merge from multithreaded_networking_2 (disabled by default)
Fixed DemoClient not returning NetRead to pool
Subtracting
78457 (as far as I can tell LinuxHeadlessSimulation is the same as CloudRendering)
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
Subtracting StandaloneBuildSubtarget.Server
Let's try setting script defines in BuildPlayerOptions
Subtracting
78442 because SwitchActiveBuildTarget does not work when running the editor in batch mode
Ah, yes:
EditorUserBuildSettings.SwitchActiveBuildTarget( buildTargetGroup, buildTarget );
EditorUserBuildSettings.standaloneBuildSubtarget = standaloneBuildSubtarget;
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)
Build server as StandaloneBuildSubtarget.Server
Disabling graphics jobs on macOS as a test (crash investigation)
Fixed CLIENT / SERVER switch (accidentally included in commit)
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)
Fixed reflection probe instances ignoring "occlusion culling" and "culling distance" parameters that were set on the prefab
Enabling graphics jobs inside the editor (they were already enabled in builds, so this should result in a more similar behaviour in the editor)
Enabling native Apple Silicon build
Splitting network thread into two threads (read thread and write thread)
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
Fixed bushes spawned through the decor system not casting any shadows
Full game manifest update
Reserialize prefabs (these changes can be overwritten if you have changes of an affected prefab on a branch)
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
NetRead and NetWrite use less space while pooled