138,647 Commits over 4,474 Days - 1.29cph!

26 Minutes Ago
Make nest hat a wolf headdress skin too
45 Minutes Ago
merge from airfield_maintainable_features (has S2P for airfield, gas station, and wtp)
47 Minutes Ago
fix Gas Station, Airfield, and WTP maintainables to use generator.noreset.static prefab S2P for all 3 manifest for generator.noreset.static prefab
47 Minutes Ago
merge from iteration_optims
48 Minutes Ago
Fixed crashing when using `ddraw.use_instancing_for_text 1`
47 Minutes Ago
Fix no domain reload and compile simulator toolbar buttons disappearing randomly for real this time
48 Minutes Ago
Fixed nre when main menu is disabled when entering playmode in a playable scene
48 Minutes Ago
Collider handling tweaks
52 Minutes Ago
ChargeUpIOEntity saves/loads charge to/from disk
56 Minutes Ago
Prevent divide by zero if the CraftAmount of a high wall blueprint is zero (don't think it's possible but best to be safe)
1 Hour Ago
merge from iteration_optims
1 Hour Ago
In editor, reuse preprocessed persistent prefab instances instead of instantiating them again. Only applies to big prefabs like GameUI, MenuUI2, EngineUI2 and SkinViewer2 Saves ~500ms when entering playmode on average
1 Hour Ago
Fix compile error by making high_wall_upkeep replicated (even though I don't think it needs to be all the code using it can run on the client)
1 Hour Ago
Fix sqrDistance still being calculated for high walls despite not being used
1 Hour Ago
merge from main
1 Hour Ago
Reworked loot spawning so it spawns more loot into crates instead of spawning more crates. Reworked loot spawning locations. Added some helper locations and improved spawn handling. Debug rendering.
1 Hour Ago
Switch high walls to look for oldest building block (like building priv works) instead of closest block
1 Hour Ago
Train tunnels control and transport room progress
1 Hour Ago
Move the hardcoded "16m radius" for GetNearestBuildingBlock() and the high wall specific "GetNearbyBuildingBlock" into a shared constant
1 Hour Ago
merge from PlayerMaintainedMonuments
1 Hour Ago
merge from gas_station_maintainables
1 Hour Ago
fix gas station maintainables being able to picked up
2 Hours Ago
merge from PlayerMaintainedMonuments
2 Hours Ago
merge from main -> high_wall_upkeep
2 Hours Ago
Add upkeep component to the legacy & ice high walls
2 Hours Ago
merge from water_treatment_plant_maintainables
2 Hours Ago
fixed water pipe spawning absolutely everywhere improved water pipe terrain meshing fixed water effects playing at all times added convar for testing water pipes "watertreatmentswitchbroadcast.senddebugbroadcast <bool>" manifest
2 Hours Ago
Move the upkeep multiplier selector (building percentage vs high wall convar) upwards into BuildingPrivlidge.Upkeep.cs - fixes deltaTime being overwritten by the convar instead of swapping the convar <-> "20% upkeep" shown in TC
2 Hours Ago
merge from hasunlocked_optims
2 Hours Ago
PlayerBlueprints.HasUnlocked optims: we now cache owned workshop skin items, avoiding full steam definition scans during UI refresh and craft validation, save 1s on LocalPlayer.HasUnlocked when entering playmode Also saves time in client and server call when validating craft and unlocking
2 Hours Ago
merge from iteration_optims
2 Hours Ago
Snake mask -> Snake Mask
3 Hours Ago
Set up all of the lunar new year animal masks as skins of the wolf headdress, so you can reskin between them
3 Hours Ago
Update: Jobs 4 - intercept exceptions from SendAsSnapshot/ShouldNetworkTo and log once per task - Also if ToStream threw, don't save the resulting buffer as a network cache, as that would poison everything Instead of bubling them all up to the top like usual, handle locally by just skipping sending the data, and report error once to avoid filling console Tests: booted into craggy with CCTV fix reverted, no more spam
3 Hours Ago
Fix newly updated art highlighting a bug where remains take damage and get instantly destroyed on impact.
3 Hours Ago
Optim: Implement parallel serialization in Jobs 4 mode - fix CCTV_RC doing GetComponentInParent on an MT path, cache on init - add server.ParallelNetworkQueueBatchSize, controls how many players end up being batched in a task. Higher number - less tasks Offloading ShouldNetworkTo, serialization and sending all to worker threads. Main thread steals last task to run on main thread before spinning for other task completion. Tests: booted craggy, gathered resources, build a base, rode ahorse, shot a gun, drove a car, heli, zipline, built a boat, used codelock
3 Hours Ago
merge from automated_testing
3 Hours Ago
Jukebox collider convex + RW Bar stools disable researchable Dartboard assign place effect manifest + testlist
3 Hours Ago
merge from main -> high_wall_upkeep
3 Hours Ago
merge from reduce_server_startup_yields -> main
3 Hours Ago
merge from main
4 Hours Ago
Manually update the "reduce_editor_startup_yields" branch - old branch adam made to skip 10x 100ms delays in server startup in the editor - I think it might need a WaitForFixedUpdate() but not 100ms waits - only affects editor: doesn't change standalone builds
4 Hours Ago
Switch to AddField for impacted IDs with OnClanUpdate
4 Hours Ago
Updated eye position for bar stool mounts
4 Hours Ago
Added Disable Analytics Upload editor prefs Saves a second when exiting playmode
4 Hours Ago
Swapped a UnloadUnusedAssets in WorldSetup to ConVar.GC.unload, so it respects the Disable Unloading Assets editor pref Was taking around 600ms when entering playground
4 Hours Ago
merge from hackweek_parented_ddraw
4 Hours Ago
Fix UI map zooming in forever
4 Hours Ago
more compile fixes
4 Hours Ago
merge from editor_playmode_timing -> main