userandrecancel

12,539 Commits over 3,806 Days - 0.14cph!

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
1 Year 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
1 Year Ago
Skin bundles
1 Year Ago
Skin update
1 Year Ago
Formatting fixes
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year 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
1 Year Ago
Replacing lock-synchronized queue with concurrent queue
1 Year Ago
Replaced Stopwatch.Reset + Stopwatch.Start with Stopwatch.Restart
1 Year Ago
Enabled by default inside editor
1 Year Ago
Added client.maxreceivequeue and server.maxreceivequeue convars Ensure maxreceivetime is still respected on the main thread even with multithreading enabled
1 Year Ago
Rearranging and simplifying some things, cleaning up, removing duplicate code
1 Year 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)
1 Year Ago
Steam networking log tweak to be more in line with Raknet
1 Year Ago
Fixed client main thread accessing peer directly in some console logs
1 Year Ago
Compile fix
1 Year Ago
Startup parameter to enable network thread (-networkthread)
1 Year Ago
Encryption support (forgotten file)
1 Year Ago
Encryption support
1 Year Ago
Baseline (disabled by default)
1 Year Ago
Merge from main
1 Year Ago
BuildingProximity.GetProximity: additional checks added in early December now only run on the server (fix attempt for FPS drop when using building planner)
1 Year Ago
Fixed xmas dungeons not disabling their environment volume trigger when entering the pool on the client
1 Year Ago
ClearAllEntitiesInRadius uses Vis.Entities
1 Year Ago
AnyPlayersInside uses BaseNetworkable.HasCloseConnections
1 Year Ago
ClearAllEntitiesInRadius checks IsValid ClearAllEntitiesInRadius doesn't set blockBagDrop on entities that are already destroyed Q: Is there a reason this cannot use Vis.Entities?
1 Year Ago
Optimization: Vector3.Distance -> sqrMagnitude
1 Year Ago
Fixed edge case where ClearAllEntitiesInRadius would not return entity list to pool
1 Year Ago
Disabled saving on gingerbread barricades, xmas dwellings and gingerbread corpses
1 Year Ago
Fixed Xmas dungeons using the Halloween lifetime convar (now correctly using xmaslifetime)
1 Year Ago
Fixed several edge cases that could call into EOS API with invalid client handle
1 Year Ago
Fixed BoundsCheck.ApplyBoundsChecks not doing the correct fallback bounds check when no BoundsCheck components exist (also optimized it a little bit in the process)
1 Year Ago
Skin bundle update
1 Year Ago
1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
1 Year Ago
Call MissionManifest.Get towards the end of Bootstrap.StartServer to make sure it's cached before players can join the server
1 Year Ago
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1 Year Ago
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1 Year Ago
Added convars: steamsendratemin, steamsendratemax, steamnagletime
1 Year Ago
Revert "Update packages, drop net46 support" This reverts commit e81d1ac682cee74f84f4a4c967887dce35d18ecd.
1 Year Ago
More detailed debug levels in SteamNetworkingUtils Add SendRateMin, SendRateMax and NagleTime to SteamNetworkingUtils Merge branch 'master' of Facepunch.Steamworks
1 Year Ago
Prefer underwater labs closer to their max size with more puzzles, pick the best underwater lab out of 25 candidates
1 Year Ago
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