userandrecancel
reporust_rebootcancel

10,554 Commits over 4,324 Days - 0.10cph!

7 Years Ago
ignore.conf
7 Years Ago
Additional build timing
7 Years Ago
Removed clusterfuck from HTN Definition<T> class that was throwing exceptions during build
7 Years Ago
Removed ItemIcon.DoPrepare warning
7 Years Ago
Fixed server console being empty in release builds
7 Years Ago
Attempt to fix insane server asset bundle build time
7 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
7 Years Ago
Only spawn PerformanceUI on the client
7 Years Ago
Merge from unity_2018.3.3
7 Years Ago
Merge from main
7 Years Ago
Cherry picking 31440
7 Years Ago
Fixed "kinematic bodies with CCD enabled are not supported!" physics error when loading the patrol helicopter prefab
7 Years Ago
Cherry picking 31420, 31421 and 31422
7 Years Ago
Fixed "kinematic bodies with CCD enabled are not supported!" physics error when loading the CH47 prefabs
7 Years Ago
Disabled rigidbody interpolation on HAB and CH47 (server performance?)
7 Years Ago
Fixed "kinematic bodies with CCD enabled are not supported!" physics error when loading the rowboat and HAB prefabs
7 Years Ago
These changed for some reason (cc diogo, please double check)
7 Years Ago
ignore.conf
7 Years Ago
Did "Unpack Prefab" on some game objects on Craggy Island to fix editor performance issues
7 Years Ago
7 Years Ago
Removed rigidbody from clientside NPC CH47
7 Years Ago
Disabled prefab pool debug mode in development builds (now only enabled in editor)
7 Years Ago
Tweaked EntityLink memory pool size
7 Years Ago
Added building instance pooling to building manager on the client (GC)
7 Years Ago
Clear Log.EAC.txt on server start
7 Years Ago
Adjusted client.maxreceivetime default value to 10ms (was 5ms) Adjusted server.entitybatchtime default value to 1.0s (was 0.5s)
7 Years Ago
Renamed server.maxentitiespersecond to server.entitybatchsize Added server.entitybatchtime (0.5s by default)
7 Years Ago
Changed network cell size from 64x64 to 32x32
7 Years Ago
Ensure that players are always immediately subscribed to their own network cell (fixes rubber banding regression from 31306)
7 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)
7 Years Ago
Subtracting 31255
7 Years Ago
Added building instance pooling to building manager (GC)
7 Years Ago
Additional client profiling
7 Years Ago
Fixed a potential NRE in CLIENT_PendingInvite
7 Years Ago
Additional client profiling
7 Years Ago
Compile fix
7 Years Ago
Added pooling to ceiling lights
7 Years Ago
Implemented IOEntity.ResetState
7 Years Ago
EAC SDK update
7 Years Ago
Fixed profiler mismatch in RelationshipManager.FindByID
7 Years Ago
Increased multibox pruning broadphase world subdivisions to max (physics perf test)
7 Years Ago
Fixed asset warmup perf regression from 31041
7 Years Ago
Enabled multibox pruning broadphase (physics perf test)
7 Years Ago
Removed rigidbodies from various clientside entities that were previously using kinematic rigidbodies
7 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
7 Years Ago
No longer force full snapshots when spawning / respawning (this will probably break everything)