branchwiseguys/maincancel

2,811 Commits over 1,918 Days - 0.06cph!

7 Years Ago
Merging server performance work into Main
7 Years Ago
Modifying input rate cheat checking. Less false positives from server hitches. Also fixed networkuser issue.
7 Years Ago
Updated project version file
7 Years Ago
Updated camera settings. Glow visible from a distance.
7 Years Ago
Unity version bump to 2017.1.0f1. Engine bug with the glow effect is fixed so brought that back.
7 Years Ago
Remove temp file again
7 Years Ago
Undo AI folder rename since it broke the AI
7 Years Ago
small tweaks
7 Years Ago
Rename and removing a temp file only
7 Years Ago
Add outline shaders to always included shaders list
7 Years Ago
updated props 1/2
7 Years Ago
Added lights to prison
7 Years Ago
ui tweak
7 Years Ago
...
7 Years Ago
Notifications no longer sent globally. Fixed some UI buttons that are fucked up.
7 Years Ago
Fix for connection NRE
7 Years Ago
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.
7 Years Ago
Removing orphaned temp.meta and debug.meta from the prison branch.
7 Years Ago
Server console updates accounted for a seriously large portion of server time. Made updates much less frequent.
7 Years Ago
Fixed container ref being null when last item gets used up
7 Years Ago
Murder, what's new.
7 Years Ago
merge prison
7 Years Ago
Removing my temp profiling
7 Years Ago
Test commit
7 Years Ago
t2
7 Years Ago
t1
7 Years Ago
Temp extra
7 Years Ago
Temp extra profiling in console. Will remove later. Also doubled auto save time to 10 mins.
7 Years Ago
Add console redraw profiling.
7 Years Ago
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".
7 Years Ago
Mission option instances return their phone numbers to the pool.
7 Years Ago
Merging in my server performance work so far.
7 Years Ago
Don't print BOTH save messages
7 Years Ago
Add revision info to server console
7 Years Ago
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
7 Years Ago
Don't try reloading the UI if we're quitting. It'll be null now anyway.
7 Years Ago
Extra checks on CharacterEyes
7 Years Ago
Reverted my bootstrap reload code. Returning to menu can be handled properly at a later date. See: Untitled_Game_Issues/issues/117
7 Years Ago
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.
7 Years Ago
Fixed main menu UI. I broke the interaction accidentally by removing a reflection method it used.
7 Years Ago
Improved door interaction
7 Years Ago
Better, simpler interactions. And doesn't require things to be on the Interactable layer like in my test branch
7 Years Ago
Fully integrated the new payphone model
7 Years Ago
phonebox extras
7 Years Ago
models added for Bill2
7 Years Ago
Merge fixes into Main.
7 Years Ago
Minor edit
7 Years Ago
Nav arrow movement improvements
7 Years Ago
One file didn't get committed
7 Years Ago
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.