branchrust_reboot/main/networkgrid_iterationspeed_changescancel

10 Commits over 31 Days - 0.01cph!

20 Days Ago
Bugfix: protect network group networkables access since it's lazy initted now Tests: opened deepsea on craggy, ran `deepsea.printentitycount`, flew around craggy and open waters, entered and left deep sea, killed scientists from far away
20 Days Ago
Undo of 147532 - Subtract 147512, 147798, 147486, 147475 (networkgrid_iterationspeed_changes)
20 Days Ago
Merge: from main Will need to subtract some stuffs
21 Days Ago
Another null check in OnNetworkSubscribersLeave
21 Days Ago
Bugfix: more null checks around lazy created subscribers - utilities in BaseNetworkable - BaseEntity.SignalBroadcast (in case npc shoots outside of players range) - TreeManager.OnTreeSpawned (in case they spawn on an empty server) Tests: none, trivial changes
21 Days Ago
Bugfix: avoid NREs by skipping not yet initialized subscribers for the network group Tests: booted into craggy with server occlusion and jobs 0, 1, 2, 3 modes
21 Days Ago
Merge: from main
21 Days Ago
One more NRE fix for group removes
21 Days Ago
Fix UsePlayerUpdateJobs 3 NREs
21 Days Ago
Fix new network visibility grid being slow at initialization by deferring creating group lists until they're actually needed. 4s->1s (+reduce the current load of 10s garbage collection on every playmode entry.)