userandrecancel

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

1 Year Ago
Build server as StandaloneBuildSubtarget.Server
1 Year Ago
Disabling graphics jobs on macOS as a test (crash investigation)
1 Year Ago
Typo
1 Year Ago
Call your own "net use" for shared drive Merge branch 'master' of JenkinsTools
1 Year Ago
Fixed CLIENT / SERVER switch (accidentally included in commit)
1 Year Ago
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)
1 Year Ago
2021.3.16f1
1 Year Ago
Fixed reflection probe instances ignoring "occlusion culling" and "culling distance" parameters that were set on the prefab
1 Year Ago
Enabling graphics jobs inside the editor (they were already enabled in builds, so this should result in a more similar behaviour in the editor)
1 Year Ago
Enabling native Apple Silicon build
1 Year Ago
Splitting network thread into two threads (read thread and write thread)
1 Year 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
1 Year Ago
Replacing /Volumes/Shared with /Volumes/scratch
1 Year Ago
Release upload files
1 Year Ago
Merge from main
1 Year Ago
1 Year Ago
Merge from main
1 Year Ago
Fixed bushes spawned through the decor system not casting any shadows
1 Year Ago
Merge from main
1 Year Ago
Full game manifest update
1 Year Ago
Reserialize prefabs (these changes can be overwritten if you have changes of an affected prefab on a branch)
1 Year Ago
Merge from main
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
2 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)
2 Years Ago
Fixed xmas dungeons not disabling their environment volume trigger when entering the pool on the client
2 Years Ago
ClearAllEntitiesInRadius uses Vis.Entities
2 Years Ago
AnyPlayersInside uses BaseNetworkable.HasCloseConnections
2 Years 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?