userandrecancel
branchrust_reboot/maincancel

5,949 Commits over 4,079 Days - 0.06cph!

6 Years Ago
Added IClientComponent to a bunch of client side components
6 Years Ago
Improved custom GC logic and replaced gc.minheapsize / gc.maxheapsize with gc.buffer
6 Years Ago
Build stuff
6 Years Ago
Added custom GC logic to keep it from triggering while moving or in combat if at all possible (perf 10 to show status) Added gc.minheapsize and gc.maxheapsize convars for testing / analysis purposes
6 Years Ago
Fixed error when running CodeGen
6 Years Ago
Removed special case for Cloth and DeferredDecal from prefab preprocessing BlendedSoundLoops is IClientComponent Fixed potential NRE in SoundDefinition
6 Years Ago
Strip NGSS_Directional and HttpImage from server prefabs
6 Years Ago
ignore.conf
6 Years Ago
Fixed server asset bundle build time and error spam
6 Years Ago
Let's try SaveAssets after StopAssetEditing (?)
6 Years Ago
ignore.conf
6 Years Ago
Additional build timing
6 Years Ago
Removed clusterfuck from HTN Definition<T> class that was throwing exceptions during build
6 Years Ago
Removed ItemIcon.DoPrepare warning
6 Years Ago
Fixed server console being empty in release builds
6 Years Ago
Attempt to fix insane server asset bundle build time
6 Years Ago
Ignore "kinematic bodies with CCD enabled are not supported! CCD will be ignored." bullshit error because a million things are temporarily setting rigidbodies to kinematic on the server
6 Years Ago
Only spawn PerformanceUI on the client
6 Years Ago
Merge from unity_2018.3.3
6 Years Ago
Cherry picking 31440
6 Years Ago
Cherry picking 31420, 31421 and 31422
6 Years Ago
Removed rigidbody from clientside NPC CH47
6 Years Ago
Disabled prefab pool debug mode in development builds (now only enabled in editor)
6 Years Ago
Tweaked EntityLink memory pool size
6 Years Ago
Added building instance pooling to building manager on the client (GC)
6 Years Ago
Clear Log.EAC.txt on server start
6 Years Ago
Adjusted client.maxreceivetime default value to 10ms (was 5ms) Adjusted server.entitybatchtime default value to 1.0s (was 0.5s)
6 Years Ago
Renamed server.maxentitiespersecond to server.entitybatchsize Added server.entitybatchtime (0.5s by default)
6 Years Ago
Changed network cell size from 64x64 to 32x32
6 Years Ago
Ensure that players are always immediately subscribed to their own network cell (fixes rubber banding regression from 31306)
6 Years Ago
Limit player network cell subscription rate on the server (to fix client frame rate drops) Reduced client.maxreceivetime to 5ms by default (from 20ms) Added server.maxentitiespersecond (100 by default)
6 Years Ago
Subtracting 31255
6 Years Ago
Added building instance pooling to building manager (GC)
6 Years Ago
Additional client profiling
6 Years Ago
Fixed a potential NRE in CLIENT_PendingInvite
6 Years Ago
Additional client profiling
6 Years Ago
Compile fix
6 Years Ago
Added pooling to ceiling lights
6 Years Ago
Implemented IOEntity.ResetState
6 Years Ago
EAC SDK update
6 Years Ago
Fixed profiler mismatch in RelationshipManager.FindByID
6 Years Ago
Increased multibox pruning broadphase world subdivisions to max (physics perf test)
6 Years Ago
Fixed asset warmup perf regression from 31041
6 Years Ago
Enabled multibox pruning broadphase (physics perf test)
6 Years Ago
Removed rigidbodies from various clientside entities that were previously using kinematic rigidbodies
6 Years Ago
Add WorkshopSkin and MaterialReplacement components to skinned entities in prefab preprocessing to avoid runtime stutter
7 Years Ago
Rolling back 21020 and 21027
7 Years Ago
Loading screen status tweaks when spawning and respawning
7 Years Ago
Fixed that sometimes entities were missing until they sent a new network update when switching spectate targets
7 Years Ago
Fixed netgraph