31,167 Commits over 3,928 Days - 0.33cph!
subtracting
79415 Merge from industrial - server startup errors
Fixing various fuckups from changeset
79369
Network++
Changing server MaxReceiveTime default value from 20 to 50 (leads to better performance overall, especially with multithreaded networking)
Locomotive + Industrial menu background videos
Fixed Door.cs DoPrepare not having #UNITY_EDITOR directive
Merge Misc Fixes Feb23 -> Main
More EOS pinning improvements
Applying EACServer fixes to EAC
Rolling back ArrayPool removal from NetWrite and NetRead
EACServer experiments / debugging (continued)
merge from cliffs_collider_pickup_fix
merge from cave_large_hard_terrain_fix
Merge from contact_server_switch_fix
AuthCount convar will now list an auth type with each entity entry
AuthCount convar will now list a code lock if the player is authed via the guest code (auth type will list LockGuest in this case)
EACServer experiments / debugging (continued)
EACServer experiments / debugging (continued)
merge from oilrig_small_pipes_fix
EACServer experiments / debugging (continued)
merge from wooden_sign_deployment_fixes
EACServer experiments / debugging (continued)
Merge from watercatcher_perf_improvements
Adding missing lock around EACServer tick
merge from spectate_ulong_fix
More EACServer lock experiments
Removing stopwatch / forced cycle from all worker threads (redundant since 79169)
Only log one warning when SkeletonProperties.boneReference is null (instead of spamming one for every bone)
Increasing MaxReadQueue, MaxWriteQueue and MaxDecryptQueue values to 5000 on the server
Adding profiler samples to BaseNetwork.EnqueueWrite
Adding protect and unprotect locks to EACServer (debugging / testing)
- Fixed card games trying to get the card image in some cases where they should have been able to early exit
- Fixed Blackjack swap between main and split hand showing an animation as if the cards were being turned over from face down
Blackjack: Fixed doubling down while playing the second hand after splitting adding the new bet to the wrong hand
More granular locking
Added warning when main thread is stalling (waiting for write thread)
When kicking / disconnecting a connection, make sure the decrypt thread isn't currently using it
Fixed saved sofas in unsaved tunnel dwellings (caused sofa leaks to world origin after server restart). Added a check to SetParent that can catch these, but too many false positives to have it enabled all the time.
BaseVehicle now makes sure seats match the enableSaving setting that's used on the vehicle. Prevents orphaned seats when vehicle isn't saved.
Adding several convars to configure and debug multithreaded networking
Pool performance issue debugging
Changing the default pool prewarm count to 1 of each instead of 10 of each (some frequently used prefab types still prewarm with 100)
merge from rust_metrics -> main