2,811 Commits over 1,918 Days - 0.06cph!
Merging server performance work into Main
Modifying input rate cheat checking. Less false positives from server hitches. Also fixed networkuser issue.
Updated project version file
Updated camera settings. Glow visible from a distance.
Unity version bump to 2017.1.0f1. Engine bug with the glow effect is fixed so brought that back.
Undo AI folder rename since it broke the AI
Rename and removing a temp file only
Add outline shaders to always included shaders list
Notifications no longer sent globally.
Fixed some UI buttons that are fucked up.
Removing valid check helps console speed a little bit and as far as I can tell it's always valid. The call to input.update is still weirdly slow on slower, shared Amazon servers, sometimes randomly taking many ms. But the method's already about as simple as it could get.
Removing orphaned temp.meta and debug.meta from the prison branch.
Server console updates accounted for a seriously large portion of server time. Made updates much less frequent.
Fixed container ref being null when last item gets used up
Removing my temp profiling
Temp extra profiling in console. Will remove later. Also doubled auto save time to 10 mins.
Add console redraw profiling.
Do the SteamServer update tick actually in Update rather than in an InvokeRepeating copy. The problem with InvokeRepeating was that if the framerate tanked, InvokeRepeating just queued up, so at low framerates instead of getting less SteamServer .Update calls, we were getting 10,20, whatever per frame, tanking things even further.
Also going by the recommendation in the Facepunch.Steamworks.Server code here to call update "at least once every frame".
Mission option instances return their phone numbers to the pool.
Merging in my server performance work so far.
Don't print BOTH save messages
Add revision info to server console
Removing WaitForEndOfFrame use on the server. This is currently broken in batchmode in the latest version of Unity. Bug here: https://issuetracker.unity3d.com/issues/waitforendofframe-doesnt-execute-in-batchmode-on-built-project
Don't try reloading the UI if we're quitting. It'll be null now anyway.
Extra checks on CharacterEyes
Reverted my bootstrap reload code. Returning to menu can be handled properly at a later date. See: Untitled_Game_Issues/issues/117
Did some work to make it possible to successfully quit a game and rejoin (or join another one) on the client. The server can rely on the fact that it loads once and never changes levels, but the client can't, and it needs to clean up statics and the bootstrap scene correctly.
Fixed main menu UI. I broke the interaction accidentally by removing a reflection method it used.
Improved door interaction
Better, simpler interactions. And doesn't require things to be on the Interactable layer like in my test branch
Fully integrated the new payphone model
Nav arrow movement improvements
One file didn't get committed
Nav arrow is better on clients, since it's using IntendedPosition on characters. Handles when they're not being updated since they're out of view etc.