userandrecancel

10,547 Commits over 4,324 Days - 0.10cph!

3 Years Ago
Commenting out AIMovePoint.FixedUpdate and AICoverPoint.FixedUpdate (significant performance impact on large maps inside editor, even when DDrawAIDataPoints is false)
3 Years Ago
Fixed ring rail and road not (or barely) finding valid paths on custom maps (this needs testing before we can apply it to main)
3 Years Ago
Fixed TerrainPlacementMap issues when used on custom maps
3 Years Ago
Pool performance issue debugging
3 Years Ago
Changing the default pool prewarm count to 1 of each instead of 10 of each (some frequently used prefab types still prewarm with 100)
3 Years Ago
Fixed edge case of underground train entrance stairs not connecting to underground line
3 Years Ago
Fixed several errors during demo playback
3 Years Ago
Merge from multithreaded_networking_3 (disabled by default)
3 Years Ago
Network++
3 Years Ago
Merge from main
3 Years Ago
Removing the need for decryptIncoming and encryptOutgoing connection flags
3 Years Ago
Restoring old connection "connected" flag behaviour
3 Years Ago
Reapply on new branch
3 Years Ago
Subtracting multithreaded_networking_2 (problem with world.transfer)
3 Years Ago
Merge from multithreaded_networking_2 (disabled by default)
3 Years Ago
Fixed DemoClient not returning NetRead to pool
3 Years Ago
Merge from main
3 Years Ago
Splitting network thread into two threads (read thread and write thread)
3 Years 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
3 Years Ago
3 Years Ago
Fixed bushes spawned through the decor system not casting any shadows
3 Years Ago
Merge from main
3 Years Ago
Full game manifest update
3 Years Ago
Reserialize prefabs (these changes can be overwritten if you have changes of an affected prefab on a branch)
3 Years Ago
Merge from main
3 Years 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
3 Years Ago
NetRead and NetWrite use less space while pooled
3 Years 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
3 Years Ago
Skin bundles
3 Years Ago
Formatting fixes
3 Years Ago
Merge from main
3 Years Ago
Merge from main
3 Years 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
3 Years Ago
Replacing lock-synchronized queue with concurrent queue
3 Years Ago
Replaced Stopwatch.Reset + Stopwatch.Start with Stopwatch.Restart
3 Years Ago
Enabled by default inside editor
3 Years Ago
Added client.maxreceivequeue and server.maxreceivequeue convars Ensure maxreceivetime is still respected on the main thread even with multithreading enabled
3 Years Ago
Rearranging and simplifying some things, cleaning up, removing duplicate code
3 Years 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)
3 Years Ago
Steam networking log tweak to be more in line with Raknet
3 Years Ago
Fixed client main thread accessing peer directly in some console logs
3 Years Ago
Compile fix
3 Years Ago
Startup parameter to enable network thread (-networkthread)
3 Years Ago
Encryption support (forgotten file)
3 Years Ago
Encryption support
3 Years Ago
Baseline (disabled by default)
3 Years Ago
Merge from main
3 Years Ago
BuildingProximity.GetProximity: additional checks added in early December now only run on the server (fix attempt for FPS drop when using building planner)
3 Years Ago
Fixed xmas dungeons not disabling their environment volume trigger when entering the pool on the client
3 Years Ago
ClearAllEntitiesInRadius uses Vis.Entities