userandrecancel

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

2 Years Ago
Ah, yes: EditorUserBuildSettings.SwitchActiveBuildTarget( buildTargetGroup, buildTarget ); EditorUserBuildSettings.standaloneBuildSubtarget = standaloneBuildSubtarget;
2 Years 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)
2 Years Ago
Build server as StandaloneBuildSubtarget.Server
2 Years Ago
Disabling graphics jobs on macOS as a test (crash investigation)
2 Years Ago
Fixed CLIENT / SERVER switch (accidentally included in commit)
2 Years 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)
2 Years Ago
2021.3.16f1
2 Years Ago
Fixed reflection probe instances ignoring "occlusion culling" and "culling distance" parameters that were set on the prefab
2 Years 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)
2 Years Ago
Enabling native Apple Silicon build
2 Years Ago
Splitting network thread into two threads (read thread and write thread)
2 Years 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
2 Years Ago
Release upload files
2 Years Ago
Merge from main
2 Years Ago
2 Years Ago
Merge from main
2 Years Ago
Fixed bushes spawned through the decor system not casting any shadows
2 Years Ago
Merge from main
2 Years Ago
Full game manifest update
2 Years Ago
Reserialize prefabs (these changes can be overwritten if you have changes of an affected prefab on a branch)
2 Years Ago
Merge from main
2 Years 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
2 Years Ago
NetRead and NetWrite use less space while pooled
2 Years 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
2 Years Ago
Skin bundles
2 Years Ago
Skin update
2 Years Ago
Formatting fixes
2 Years Ago
Merge from main
2 Years Ago
Merge from main
2 Years 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
2 Years Ago
Replacing lock-synchronized queue with concurrent queue
2 Years Ago
Replaced Stopwatch.Reset + Stopwatch.Start with Stopwatch.Restart
2 Years Ago
Enabled by default inside editor
2 Years Ago
Added client.maxreceivequeue and server.maxreceivequeue convars Ensure maxreceivetime is still respected on the main thread even with multithreading enabled
2 Years Ago
Rearranging and simplifying some things, cleaning up, removing duplicate code
2 Years 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)
2 Years Ago
Steam networking log tweak to be more in line with Raknet
2 Years Ago
Fixed client main thread accessing peer directly in some console logs
2 Years Ago
Compile fix
2 Years Ago
Startup parameter to enable network thread (-networkthread)
2 Years Ago
Encryption support (forgotten file)
2 Years Ago
Encryption support
2 Years Ago
Baseline (disabled by default)
2 Years 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?
2 Years Ago
Optimization: Vector3.Distance -> sqrMagnitude