userandrecancel

12,611 Commits over 3,897 Days - 0.13cph!

1 Year Ago
Merge from main
1 Year Ago
Resolving roads being too straight
1 Year Ago
Limiting previous workaround only to listen server (so running a dedicated server inside the editor is unaffected)
1 Year Ago
Skipping BaseMountable.FixedUpdateCycle and Buoyancy.Cycle on large maps inside editor since they make the game unplayable
1 Year Ago
Commenting out AIMovePoint.FixedUpdate and AICoverPoint.FixedUpdate (significant performance impact on large maps inside editor, even when DDrawAIDataPoints is false)
1 Year 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)
1 Year Ago
Fixed TerrainPlacementMap issues when used on custom maps
1 Year Ago
Merge from main
1 Year Ago
Pool performance issue debugging
1 Year Ago
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1 Year Ago
Merge from main
1 Year 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)
1 Year Ago
Fixed edge case of underground train entrance stairs not connecting to underground line
1 Year Ago
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1 Year Ago
Merge from main
1 Year Ago
Fixed several errors during demo playback
1 Year Ago
Merge from main
1 Year Ago
More server build bullshit
1 Year Ago
More SeparateLinuxBuild bullshit
1 Year Ago
Added support to upload client and / or server to a second steam branch
1 Year Ago
Merge from main
1 Year Ago
Removing fullscreen exclusive mode from settings as it provides worse performance than fullscreen window mode in Unity 2021.3 Changed all existing configs to use fullscreen window mode Enable fullscreen exclusive mode when launched with "-window-mode exclusive" startup parameter
1 Year Ago
Explicitly pass 0 as preferredRefreshRate when calling Screen.SetResolution
1 Year Ago
Merge from multithreaded_networking_3 (disabled by default)
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)