12,537 Commits over 3,806 Days - 0.14cph!
Removing the need for decryptIncoming and encryptOutgoing connection flags
Restoring old connection "connected" flag behaviour
Subtracting multithreaded_networking_2 (problem with world.transfer)
Another attempt at using the new server build target
Adding SeparateLinuxBuild flag for backwards compatibility
Adding buildTarget and standaloneBuildSubtarget startup parameters to Unity
Updating macOS shared volume mount name
Merge from multithreaded_networking_2 (disabled by default)
Fixed DemoClient not returning NetRead to pool
Subtracting
78457 (as far as I can tell LinuxHeadlessSimulation is the same as CloudRendering)
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
Subtracting StandaloneBuildSubtarget.Server
Let's try setting script defines in BuildPlayerOptions
Subtracting
78442 because SwitchActiveBuildTarget does not work when running the editor in batch mode
Ah, yes:
EditorUserBuildSettings.SwitchActiveBuildTarget( buildTargetGroup, buildTarget );
EditorUserBuildSettings.standaloneBuildSubtarget = standaloneBuildSubtarget;
Replacing rsync -rltgoDv with -rltDv
Replacing rsync -a with -rltgoDv
Updating macOS shared volume mount name
Back to calling robocopy directly with a drive letter because everything else gives some sort of error under some circumstances
Eliminating "net use" and replacing it with network name, since it fails when the drive letter is already in use
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)
Build server as StandaloneBuildSubtarget.Server
Disabling graphics jobs on macOS as a test (crash investigation)
Call your own "net use" for shared drive
Merge branch 'master' of JenkinsTools
Fixed CLIENT / SERVER switch (accidentally included in commit)
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)
Fixed reflection probe instances ignoring "occlusion culling" and "culling distance" parameters that were set on the prefab
Enabling graphics jobs inside the editor (they were already enabled in builds, so this should result in a more similar behaviour in the editor)
Enabling native Apple Silicon build
Splitting network thread into two threads (read thread and write thread)
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
Replacing /Volumes/Shared with /Volumes/scratch
Fixed bushes spawned through the decor system not casting any shadows
Full game manifest update
Reserialize prefabs (these changes can be overwritten if you have changes of an affected prefab on a branch)
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
NetRead and NetWrite use less space while pooled