10,614 Commits over 4,413 Days - 0.10cph!
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Small pie menu description fix when "sidegrade" is blocked
Can no longer "sidegrade" except from default skin
Resolved multiple skins of the same tier not showing
Merge from main (previous attempt failed to include a few moves)
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Subtracting
80268 (facepunch_pool_2) due to reports of server performance regressions
Add translated monument name to "monuments" console command
Bypass network queue when disconnecting and sending DisconnectReason to make sure it arrives before the connection is closed
Fixed network read thread spinning unless decrypt queue is at capacity
Enabling multithreaded networking by default for both client and server
Adding -nonetworkthread startup parameter to disable multithreaded networking
Reducing min NetRead and NetWrite buffer sizes from 4kb to 2kb
Reducing min NetRead and NetWrite buffer sizes from 8kb to 4kb
Forcing recompile of wire shader
Reducing MinNetWriteBufferSize and MinNetReadBufferSize (testing)
Potential EnqueueWrite NullReferenceException fix
Adding Facepunch.ArrayPool
Adding print_arraypool for debugging / monitoring
Changing MaxReceiveTime back to 20 (previous default value) for better comparability
Adjusting NetRead and NetWrite pool buffer sizes to eliminate chance for spills even when network queue convars are adjusted
Call EnterPool even when object is spilled (so any cleanup in there is still performed, which lots of existing code assumes will happen)
Fixing several pooling related bugs that would cause excessive GC on the server (especially when but not limited to multithreaded networking)
Applying EAC's own C# wrapper pinning fix (keeping my previous fix in place as it's expected to yield better multithreading performance)
Fixing memory pool sizes of NetRead and NetWrite
Fixing NRE in main menu when client has multithreaded networking enabled (which is always the case in the editor)
Fixing various fuckups from changeset
79369
Network++
Merge from main/train_tunnel_connection_fix
Changing server MaxReceiveTime default value from 20 to 50 (leads to better performance overall, especially with multithreaded networking)
More EOS pinning improvements
Applying EACServer fixes to EAC
Rolling back ArrayPool removal from NetWrite and NetRead
EACServer experiments / debugging (continued)
EACServer experiments / debugging (continued)
EACServer experiments / debugging (continued)
EACServer experiments / debugging (continued)