userandrecancel

12,522 Commits over 4,018 Days - 0.13cph!

2 Years Ago
Adding missing lock around EACServer tick
2 Years Ago
More EACServer lock experiments
2 Years Ago
Removing stopwatch / forced cycle from all worker threads (redundant since 79169)
2 Years Ago
Only log one warning when SkeletonProperties.boneReference is null (instead of spamming one for every bone)
2 Years Ago
Compile fix
2 Years Ago
Increasing MaxReadQueue, MaxWriteQueue and MaxDecryptQueue values to 5000 on the server
2 Years Ago
Adding profiler samples to BaseNetwork.EnqueueWrite
2 Years Ago
Adding protect and unprotect locks to EACServer (debugging / testing)
2 Years Ago
Merge from main
2 Years Ago
More granular locking Added warning when main thread is stalling (waiting for write thread)
2 Years Ago
When kicking / disconnecting a connection, make sure the decrypt thread isn't currently using it
2 Years Ago
Merge from main
2 Years Ago
Adding several convars to configure and debug multithreaded networking
2 Years Ago
Merge fix
2 Years Ago
Merge from main
2 Years Ago
Resolving roads being too straight
2 Years Ago
Limiting previous workaround only to listen server (so running a dedicated server inside the editor is unaffected)
2 Years Ago
Skipping BaseMountable.FixedUpdateCycle and Buoyancy.Cycle on large maps inside editor since they make the game unplayable
2 Years Ago
Commenting out AIMovePoint.FixedUpdate and AICoverPoint.FixedUpdate (significant performance impact on large maps inside editor, even when DDrawAIDataPoints is false)
2 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)
2 Years Ago
Fixed TerrainPlacementMap issues when used on custom maps
2 Years Ago
Merge from main
2 Years Ago
Pool performance issue debugging
2 Years Ago
Merge from main
2 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)
2 Years Ago
Fixed edge case of underground train entrance stairs not connecting to underground line
2 Years Ago
Merge from main
2 Years Ago
Fixed several errors during demo playback
2 Years Ago
Merge from main
2 Years Ago
More server build bullshit
2 Years Ago
Merge from main
2 Years 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
2 Years Ago
Explicitly pass 0 as preferredRefreshRate when calling Screen.SetResolution
2 Years Ago
Merge from multithreaded_networking_3 (disabled by default)
2 Years Ago
Network++
2 Years Ago
Merge from main
2 Years Ago
Removing the need for decryptIncoming and encryptOutgoing connection flags
2 Years Ago
Restoring old connection "connected" flag behaviour
2 Years Ago
Reapply on new branch
2 Years Ago
Subtracting multithreaded_networking_2 (problem with world.transfer)
2 Years Ago
Merge from main
2 Years Ago
Another attempt at using the new server build target
2 Years Ago
Merge from multithreaded_networking_2 (disabled by default)
2 Years Ago
Fixed DemoClient not returning NetRead to pool
2 Years Ago
Merge from main
2 Years Ago
Subtracting 78457 (as far as I can tell LinuxHeadlessSimulation is the same as CloudRendering)
2 Years 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
2 Years Ago
Subtracting StandaloneBuildSubtarget.Server
2 Years Ago
Let's try setting script defines in BuildPlayerOptions
2 Years Ago
Subtracting 78442 because SwitchActiveBuildTarget does not work when running the editor in batch mode