12,611 Commits over 3,897 Days - 0.13cph!
Resolving roads being too straight
Limiting previous workaround only to listen server (so running a dedicated server inside the editor is unaffected)
Skipping BaseMountable.FixedUpdateCycle and Buoyancy.Cycle on large maps inside editor since they make the game unplayable
Commenting out AIMovePoint.FixedUpdate and AICoverPoint.FixedUpdate (significant performance impact on large maps inside editor, even when DDrawAIDataPoints is false)
Fixed ring rail and road not (or barely) finding valid paths on custom maps (this needs testing before we can apply it to main)
Fixed TerrainPlacementMap issues when used on custom maps
Pool performance issue debugging
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Changing the default pool prewarm count to 1 of each instead of 10 of each (some frequently used prefab types still prewarm with 100)
Fixed edge case of underground train entrance stairs not connecting to underground line
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Fixed several errors during demo playback
More server build bullshit
More SeparateLinuxBuild bullshit
Added support to upload client and / or server to a second steam branch
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
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Explicitly pass 0 as preferredRefreshRate when calling Screen.SetResolution
Merge from multithreaded_networking_3 (disabled by default)
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)