201,551 Commits over 4,171 Days - 2.01cph!

6 Minutes Ago
Use seconds instead of ms for demo time now that we're using doubles.
Rin
1 Hour Ago
More rail progress and sculpting
1 Hour Ago
Merge: from baseplayer_serverupdateparallel - Next phase of parallel workflow, can be activated with UsePlayerUpdateJobs 2 - Optim: above mode now uses tasks to send entity snapshots/destroy messages where possible - Optim: above mode uses parallel Burst jobs for server occlusion - Optim: above mode reduced number of occlusion checks we run, more aggressive caching of results - Contains Network++ Tests: build tests of all modes in editor + standalone server build + unit tests + 2p session on Craggy
1 Hour Ago
Buildfix: unused variable warning-as-error Weird it didn't get detected outisde of my branch, but ah well Tests: built all modes in editor
1 Hour Ago
Bugfix: reset OcclusionCanUseFrameCache on emergency disable of UsePlayerUpdateJobs Tests: none, trivial change
1 Hour Ago
Clean: extract WaitForTasks Tests: editor compiles
1 Hour Ago
Update: review fixes #1 - fix formatting in BasePlayer-Mission - Apply same mission fix from vanilla server flow - Comments around EventRecord.New and AzureAnalytics.OnPlayerTick warning to avoid scripting API to keep it thread save Got 2 more changes to make, then think it's ready Tests: compiles in editor
1 Hour Ago
Removed unused language from Translate::SupportedLanguages
1 Hour Ago
Crowdin upload
1 Hour Ago
Reorganized the loc menu items
2 Hours Ago
Update: make batching constants servervars - New vars are Server.SnapshotTaskBatchCount and Server.DestroyTaskBatchCount - factored out SendEntityDestroyMessages Tests: none, trivial changes
2 Hours Ago
Bugfix: recycle filter buffers when there's no results UsePlayerUpdateJobs 2 only issue Tests: none, trivial change
3 Hours Ago
Update: ran Generate Code Tests: none, trivial change
3 Hours Ago
Update: Network++ UsePlayerUpdateJobs 2 can send packets out of order, which needs client-side change (see CL 128169) Tests: none, trivial change
3 Hours Ago
Update: amending a comment for SendDemoTransientEntity Finished investigating, server-demos shouldn't be a problem for multithreaded networking Tests: none, trivial change
4 Hours Ago
Merge: from main
Rin
4 Hours Ago
Rail progress
Rin
6 Hours Ago
Added biomes Added vine trees
Rin
Today
Updated splat
Rin
Today
Moved main camera
Today
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Today
Fix demo.timescale jittering below when set to a value below "0.2" (below 1ms delta), now its completely smooth even at "0.01" This unfortunately breaks demo compatibility.
Rin
Today
Fixed hole in HeightTexture Changed some text colour
Today
Crowdin download within unity, wip
Today
merge from skinviewer_woodendoubledoor_fix
Today
Fixed wrong material on skin viewer's wooden double door handles
Today
Fixed store new items sequence only showing one featured items
Today
merge from store_newitems_fix
Today
merge from glowdetection_tool_fix
Today
Fixed skin glow tester not keeping previous weeks results
Today
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Today
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Today
Cozy Beanbag Seat - Added new material variation, changed both materials to use met-smooth instead of spec-smooth, improved gibs, some other prefab configs
Today
Figure out why blocks don't want to connect to their opposite side
Today
merge from main
Today
Fixed phrase contexts update catching RustText set to localized false
Today
Updated phrase finder window
Today
Fixed phrases using the same key and english being ignored by the phrase update
Today
Fixed bbq loot panel title
Today
Connect together faces when entity links update
Today
Fix debug points for walls
Today
Bugfix: players go back to sleep on disconnect on a server with UsePlayerUpdateJobs 2 This looked scarrier than it ended up being. One concern left to investigate - looks like I'llbe able to merge it in tomorrow Tests: 2p session on craggy with UsePlayerUpdateJobs 2
Today
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Today
Fixed 4 conflictings phrases - setfreq_desc - spin_desc - drink_desc - open_loot
Today
Skip phrases in EntityMenu.cs, we catch these by attributes