userandrecancel

12,537 Commits over 3,806 Days - 0.14cph!

1 Year Ago
Network++
1 Year Ago
Merge from main
1 Year Ago
Removing the need for decryptIncoming and encryptOutgoing connection flags
1 Year Ago
Restoring old connection "connected" flag behaviour
1 Year Ago
Reapply on new branch
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
Adding SeparateLinuxBuild flag for backwards compatibility
1 Year Ago
Adding buildTarget and standaloneBuildSubtarget startup parameters to Unity
1 Year Ago
Updating macOS shared volume mount name
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
Replacing rsync -rltgoDv with -rltDv
1 Year Ago
Replacing rsync -a with -rltgoDv
1 Year Ago
Updating macOS shared volume mount name
1 Year Ago
Back to calling robocopy directly with a drive letter because everything else gives some sort of error under some circumstances
1 Year Ago
Eliminating "net use" and replacing it with network name, since it fails when the drive letter is already in use
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
Typo
1 Year Ago
Call your own "net use" for shared drive Merge branch 'master' of JenkinsTools
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
Replacing /Volumes/Shared with /Volumes/scratch
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