userandrecancel
branchrust_reboot/maincancel

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

2 Years Ago
Reducing min NetRead and NetWrite buffer sizes from 4kb to 2kb
2 Years Ago
Reducing min NetRead and NetWrite buffer sizes from 8kb to 4kb
2 Years Ago
Wire shader tweak
2 Years Ago
Forcing recompile of wire shader
2 Years Ago
Log formatting tweaks
2 Years Ago
Reducing MinNetWriteBufferSize and MinNetReadBufferSize (testing)
2 Years Ago
Compile fix
2 Years Ago
Potential EnqueueWrite NullReferenceException fix
2 Years Ago
Adding Facepunch.ArrayPool Adding print_arraypool for debugging / monitoring
2 Years Ago
Changing MaxReceiveTime back to 20 (previous default value) for better comparability
2 Years Ago
Adjusting NetRead and NetWrite pool buffer sizes to eliminate chance for spills even when network queue convars are adjusted
2 Years Ago
Call EnterPool even when object is spilled (so any cleanup in there is still performed, which lots of existing code assumes will happen)
2 Years Ago
Fixing several pooling related bugs that would cause excessive GC on the server (especially when but not limited to multithreaded networking)
2 Years Ago
Applying EAC's own C# wrapper pinning fix (keeping my previous fix in place as it's expected to yield better multithreading performance)
2 Years Ago
Fixing memory pool sizes of NetRead and NetWrite
2 Years Ago
Fixing NRE in main menu when client has multithreaded networking enabled (which is always the case in the editor)
2 Years Ago
Fixing various fuckups from changeset 79369 Network++
2 Years Ago
Changing server MaxReceiveTime default value from 20 to 50 (leads to better performance overall, especially with multithreaded networking)
2 Years Ago
More EOS pinning improvements
2 Years Ago
Applying EACServer fixes to EAC Rolling back ArrayPool removal from NetWrite and NetRead
2 Years Ago
EACServer experiments / debugging (continued)
2 Years Ago
EACServer experiments / debugging (continued)
2 Years Ago
EACServer experiments / debugging (continued)
2 Years Ago
EACServer experiments / debugging (continued)
2 Years Ago
EACServer experiments / debugging (continued)
2 Years Ago
Adding missing lock around EACServer tick
2 Years Ago
More EACServer lock experiments
2 Years Ago
Removing stopwatch / forced cycle from all worker threads (redundant since 79169)
2 Years Ago
Only log one warning when SkeletonProperties.boneReference is null (instead of spamming one for every bone)
2 Years Ago
Compile fix
2 Years Ago
Increasing MaxReadQueue, MaxWriteQueue and MaxDecryptQueue values to 5000 on the server
2 Years Ago
Adding profiler samples to BaseNetwork.EnqueueWrite
2 Years Ago
Adding protect and unprotect locks to EACServer (debugging / testing)
2 Years Ago
More granular locking Added warning when main thread is stalling (waiting for write thread)
2 Years Ago
When kicking / disconnecting a connection, make sure the decrypt thread isn't currently using it
2 Years Ago
Adding several convars to configure and debug multithreaded networking
2 Years Ago
Pool performance issue debugging
2 Years Ago
Changing the default pool prewarm count to 1 of each instead of 10 of each (some frequently used prefab types still prewarm with 100)
2 Years Ago
Fixed several errors during demo playback
2 Years Ago
Merge from multithreaded_networking_3 (disabled by default)
2 Years Ago
Subtracting multithreaded_networking_2 (problem with world.transfer)
2 Years Ago
Merge from multithreaded_networking_2 (disabled by default)
2 Years Ago
Full game manifest update
2 Years Ago
Reserialize prefabs (these changes can be overwritten if you have changes of an affected prefab on a branch)
2 Years Ago
Skin bundles
3 Years Ago
BuildingProximity.GetProximity: additional checks added in early December now only run on the server (fix attempt for FPS drop when using building planner)
3 Years Ago
Fixed xmas dungeons not disabling their environment volume trigger when entering the pool on the client
3 Years Ago
Fixed several edge cases that could call into EOS API with invalid client handle
3 Years Ago
Fixed BoundsCheck.ApplyBoundsChecks not doing the correct fallback bounds check when no BoundsCheck components exist (also optimized it a little bit in the process)
3 Years Ago
Skin bundle update