userandrecancel

12,539 Commits over 4,109 Days - 0.13cph!

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
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
3 Years Ago
Release upload files
3 Years Ago
Merge from main
3 Years Ago
3 Years Ago
Merge from main
3 Years Ago
Fixed bushes spawned through the decor system not casting any shadows
3 Years Ago
Merge from main
3 Years Ago
Full game manifest update
3 Years Ago
Reserialize prefabs (these changes can be overwritten if you have changes of an affected prefab on a branch)
3 Years Ago
Merge from main
3 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
3 Years Ago
NetRead and NetWrite use less space while pooled
3 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
3 Years Ago
Skin bundles
3 Years Ago
Skin update
3 Years Ago
Formatting fixes
3 Years Ago
Merge from main
3 Years Ago
Merge from main
3 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
3 Years Ago
Replacing lock-synchronized queue with concurrent queue
3 Years Ago
Replaced Stopwatch.Reset + Stopwatch.Start with Stopwatch.Restart
3 Years Ago
Enabled by default inside editor