userandrecancel
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10,834 Commits over 3,867 Days - 0.12cph!

1 Year Ago
Subtracting multithreaded_networking_2 (problem with world.transfer)
1 Year Ago
Merge from main
1 Year Ago
Another attempt at using the new server build target
1 Year Ago
Merge from multithreaded_networking_2 (disabled by default)
1 Year Ago
Fixed DemoClient not returning NetRead to pool
1 Year Ago
Merge from main
1 Year Ago
Subtracting 78457 (as far as I can tell LinuxHeadlessSimulation is the same as CloudRendering)
1 Year Ago
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
1 Year Ago
Subtracting StandaloneBuildSubtarget.Server
1 Year Ago
Let's try setting script defines in BuildPlayerOptions
1 Year Ago
Subtracting 78442 because SwitchActiveBuildTarget does not work when running the editor in batch mode
1 Year Ago
Ah, yes: EditorUserBuildSettings.SwitchActiveBuildTarget( buildTargetGroup, buildTarget ); EditorUserBuildSettings.standaloneBuildSubtarget = standaloneBuildSubtarget;
1 Year Ago
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)
1 Year Ago
Build server as StandaloneBuildSubtarget.Server
1 Year Ago
Disabling graphics jobs on macOS as a test (crash investigation)
1 Year Ago
Fixed CLIENT / SERVER switch (accidentally included in commit)
1 Year Ago
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)
1 Year Ago
2021.3.16f1
1 Year Ago
Fixed reflection probe instances ignoring "occlusion culling" and "culling distance" parameters that were set on the prefab
1 Year Ago
Enabling graphics jobs inside the editor (they were already enabled in builds, so this should result in a more similar behaviour in the editor)
1 Year Ago
Enabling native Apple Silicon build
1 Year Ago
Splitting network thread into two threads (read thread and write thread)
1 Year Ago
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
1 Year Ago
Release upload files
1 Year Ago
Merge from main
1 Year Ago
1 Year Ago
Merge from main
1 Year Ago
Fixed bushes spawned through the decor system not casting any shadows
1 Year Ago
Merge from main
1 Year Ago
Full game manifest update
1 Year Ago
Reserialize prefabs (these changes can be overwritten if you have changes of an affected prefab on a branch)
1 Year Ago
Merge from main
1 Year Ago
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
1 Year Ago
NetRead and NetWrite use less space while pooled
1 Year Ago
Decryption is running in its own thread (separate from network thread) -- this allows us to add multiple decryption threads in the future EACServer uses ConcurrentDictionary to manage its client IDs
1 Year Ago
Skin bundles
1 Year Ago
Formatting fixes
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Replacing Thread.Sleep with AutoResetEvent Block main thread if worker thread can't keep up Added client.maxsendqueue and server.maxsendqueue convars Added some comments to network threading
1 Year Ago
Replacing lock-synchronized queue with concurrent queue
1 Year Ago
Replaced Stopwatch.Reset + Stopwatch.Start with Stopwatch.Restart
1 Year Ago
Enabled by default inside editor
1 Year Ago
Added client.maxreceivequeue and server.maxreceivequeue convars Ensure maxreceivetime is still respected on the main thread even with multithreading enabled
1 Year Ago
Rearranging and simplifying some things, cleaning up, removing duplicate code
1 Year Ago
Sleep network thread when read queue is at capacity and write queue is empty (i.e. we're waiting for the main thread to catch up with us)
1 Year Ago
Steam networking log tweak to be more in line with Raknet
1 Year Ago
Fixed client main thread accessing peer directly in some console logs
1 Year Ago
Compile fix
1 Year Ago
Startup parameter to enable network thread (-networkthread)