branchrust_reboot/main/d11_console_version/unity2019.1/cliententitycachecancel
84 Commits over 61 Days - 0.06cph!
[D11] Fixes entity cache sync errors
[D11] Foce save on server startup
[D11] Renames lastPos to stop clash... also makes the quantized version private to stop serialization
[D11] Undo accidental prefab pools in PC editor
[D11] Updates server cache sync error message
[D11] Change server default fps to 30
[D11] Fixes turret optimisations.
[D11] More realtime on screen network stats
[D11] optimises traffic sent from turret aim code.
[D11] Adds some basic onscreen network packet stats
[D11] Adds savegame upgrade from 169 to 171
[D11] merges first time save bugfix
[D11] Ensure correct client defaults are checked in
[D11] Network protocol bump
[D11] Fixes some ifdef's incase anybody lands without d11_defaults set properly.
[D11] Fix cache free to be in the correct place
[D11] Checking in before merging with main
[D11] Fixes syncOnPosition cache problem.
[D11] Checking in WIP ... alters the network format so that position messages are compressed as ProtoBuf messages, allowing us to send a byte with flags set for delayable & syncPosition. We no longer need to send the entityID as we can now partially read the entity message to see the entityId, groupId & prefabId ... Not caching entities with syncPosition set causes things to freak out... checking in now so I can rewind if needed.
[D11] Adds quantisation to entity position/rotation to reduce network traffic.
[D11] New optimised version of cache cleaner.
[D11] Latest prefab pool shrinker (now realtime, as prefabs are pushed back to the pool), latest entity cache changes (small optimisation), latest prefab stats (optional on +world.prefabstats 1 commandline) also makes clientside entity caching optional with world.networkcache 0 commandline)
The prefab shrinker will now be creating garbage... I have not yet profiled this on console.
[D11] Makes pool shrinker #ifdefable.
[D11] Adds hook to shrink all pools on client disconnect.
[D11] Adds prefab pool shrinking system
[D11] Cache cleanup WIP ... Changes entityEntry & groupEntry from structs to classes to avoid extra dictionary lookups.
[D11] Entity cache cleanup... work in progress.
[D11] reduce building block pool
Updated ignores for flzma2 build
[D11] New delayed group destroy code.
[D11] Local server CDN for serving savegamesnapshots as well as other misc savegame/snapshot fixes.
Use FLZMA2 for map and save file compression
[D11] change log output level for world loading msg
Fix for 'writing to closed stream' error
[D11] latest delayed ent/cached network fixes
Added compression on save game files since these will be downloaded by the clients now
Ensure entities not present in save game files are always sent to clients