userandrecancel
branchrust_reboot/maincancel

5,928 Commits over 3,959 Days - 0.06cph!

6 Years Ago
UpdateSubscriptions profiling
6 Years Ago
Faster and more reliable "Tools/Steam Inventory/Download Skins"
6 Years Ago
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6 Years Ago
Fixed edge case that caused client side tree collider to be disabled after pooling
6 Years Ago
MotorRowboat profiling SendNetworkUpdate_Flags and SendNetworkUpdate_Position profiling
6 Years Ago
Fixed NRE in Buoyancy.Cycle when buoyancy instance is going to sleep
6 Years Ago
Enabled physics.batchsynctransforms by default
6 Years Ago
Buoyancy.FixedUpdate is handled by ServerMgr.FixedUpdate to ensure they aren't scattered inbetween other fixed updates, causing SyncTransforms churn
6 Years Ago
Tweaked physics.batchsynctransforms profiling and behaviour with physics.autosynctransforms disabled
6 Years Ago
Fixed Skin.LoadAssets NREs
6 Years Ago
Fixed client player tick rate not being set when connecting to sleeper
6 Years Ago
Renamed physics.batchsync to physics.batchsynctransforms (similar to physics.autosynctransforms)
6 Years Ago
Added physics.batchsync convar (only does a single physics transform sync for all player server updates, default = false) Added physics.autosynctransforms convar (only for testing)
6 Years Ago
Added player.tickrate_cl and player.tickrate_sv convars (both are set on the server)
6 Years Ago
Optimized Vis.Entities / Vis.Components / Vis.EntityComponents further
6 Years Ago
Stripped collider batching entirely to fix some remaining performance overhead (particularly in Vis.Entities / Vis.Colliders)
6 Years Ago
Improved entity registry performance (particularly ToBaseEntity)
6 Years Ago
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6 Years Ago
Merge from network_lerp_3
6 Years Ago
SelectedBlueprint / BlueprintCategoryButton optimizations
6 Years Ago
SendNetworkUpdate_Position profiling
6 Years Ago
Fixed performance issues caused by DateTime.Now
6 Years Ago
Stuff spawned with entity.spawn always faces the camera
6 Years Ago
Trees are pooled Trees no longer spawn their skin as separate object (now a nested prefab instance on the entity) Added tree.global_broadcast server startup parameter
6 Years Ago
Fixed IndexOutOfRangeException on reconnect
6 Years Ago
Packet handling profiling
6 Years Ago
Another demo fix for cinematic_play and cinematic_stop Added server.cinematic convar to enable the cinematic convars for all players
6 Years Ago
Removed some initial global tree snapshot overhead
6 Years Ago
Fixed initial global tree snapshot not working
6 Years Ago
Added cinematic_play and cinematic_stop to demos Added target player as optional second argument to cinematic_play and cinematic_stop Added cinematic_list to print list of available cinematic animations
6 Years Ago
Merge from global_trees
6 Years Ago
Added eye_blinking and eye_movement convars
6 Years Ago
Merge from playeranimator_swap_test
6 Years Ago
Skin.ReadDefaults NRE fix
6 Years Ago
Merge from unloadprefabs_2
6 Years Ago
Forced world serialization rebuild to refresh world file on clients that joined a new server and servers that wiped today
6 Years Ago
Scene2Prefab on swamps to fix checksum mismatch (Plastic subtract fuckup?) Forced world serialization rebuild to refresh world file on clients that joined a new server and servers that wiped today
6 Years Ago
Disabled GraphicsRaycaster component on ChippyGame (perf)
6 Years Ago
Disabled raycast target on world UI of Chippy arcade and vending machine (performance)
6 Years Ago
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6 Years Ago
Packet handling profiling
6 Years Ago
AI sense performance improvements at the cost of animals no longer sensing NPCs (but NPCs also no longer doing expensive visibility checks on other NPCs)
6 Years Ago
Switched back to multibox pruning broadphase for better physics performance, particularly on the server
6 Years Ago
Added skin memory usage to print_loaded_skins
6 Years Ago
Updated DebugEx
6 Years Ago
Enabled skin unloading by default for everyone
6 Years Ago
Merge from unloadprefabs
6 Years Ago
Merge from position_lerp_3
6 Years Ago
Skin bundle update
6 Years Ago
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