branchrust_reboot/main/networkgrid_iterationspeed_changescancel
10 Commits over 31 Days - 0.01cph!
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
Merge: from main
Will need to subtract some stuffs
Another null check in OnNetworkSubscribersLeave
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
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
One more NRE fix for group removes
Fix UsePlayerUpdateJobs 3 NREs
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.)