201,510 Commits over 4,171 Days - 2.01cph!

1 Hour Ago
Fixed phrases using the same key and english being ignored by the phrase update
1 Hour Ago
Fixed bbq loot panel title
1 Hour Ago
Connect together faces when entity links update
1 Hour Ago
Fix debug points for walls
1 Hour Ago
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
2 Hours Ago
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2 Hours Ago
Fixed 4 conflictings phrases - setfreq_desc - spin_desc - drink_desc - open_loot
2 Hours Ago
Skip phrases in EntityMenu.cs, we catch these by attributes
3 Hours Ago
Added a check looking for unused phrases and conflicts Removed some unused/duped phrases
3 Hours Ago
Add debug points to faces so we can ddraw better visualizations for the faces
3 Hours Ago
Fix backface check for 180 degree faces not working due to needing a bigger offset with the normal
3 Hours Ago
Make logging "a little clearer"
3 Hours Ago
Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
3 Hours Ago
Linearise colour values before storing them in the instance data buffer
3 Hours Ago
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3 Hours Ago
Some fixes for the phrase contexts update, it wasn't catching everything
3 Hours Ago
Cleanup/polish indirect instancing tools
3 Hours Ago
more WIP on bunker entrance
4 Hours Ago
Optim: NetworkPositionTick - skip transform access Tests: none, trivial change
4 Hours Ago
Optim: inline virtual calls in SendNetworkPositions and skip transform access Tests: 2p seesion on Craggy with UsePlayerUpdateJobs 2
4 Hours Ago
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4 Hours Ago
Tooltips now use phrases Converted and reserialized all UI prefabs using tooltips (~130 prefabs)
4 Hours Ago
Update: simplify SendNetworkPositions Decided against parallelizing with tasks as it looks to be taking only ~0.3ms on a 350pop server Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
4 Hours Ago
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4 Hours Ago
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5 Hours Ago
Clean: fix formatting Tests: none, trivial change
5 Hours Ago
Bugfix: fix failing WaterLevel tests My ReadOnlySpan caused it, as we had hardcoded access to the global PlayerCache (which we don't use in tests). Tests: unit tests pass
5 Hours Ago
Small Cleanups: - use Mathf.NextPowerOfTwo in BufferList - remove CommandMemoryBase.damage_bitmap - revert changes to MainCamera - remove FormerlySerializedAs in RendererLOD
5 Hours Ago
Update: rename BasePlayer.playerCache member var -> BasePlayer.PlayerCache It was hiding the source of a bug, as func params have lower case name Tests: compiles in editor
5 Hours Ago
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5 Hours Ago
Cleaner main merge - cherrypicking 128391" class="changeset">128391 128397 128391" class="changeset">128391 128423 128434 128472 128477 128486 128488 128495 128531 128540 128542 128544 128575
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5 Hours Ago
Some refactoring, make sure prefab phrase contexts arent stomped when running the phrase update Fixed persistent assets in lists being explored as potential phrase contexts
5 Hours Ago
Clean: prefer ReadOnlySpan<BasePlayer> instead of playerCache where possible Makes it easier to guess things at a glance. Tests: ran all relevant unit tests(discovered WaterLevelTests are failing, will investigate next) + 2p session on craggy with UsePlayerUpdateJobs 2
6 Hours Ago
Indirect Instancing Integration Candidate 2
6 Hours Ago
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6 Hours Ago
convar to help test prepare for missions
6 Hours Ago
Revert back to simpler save method Abandon mission instead of trying to use reset to defaults
6 Hours Ago
Rebase on current /main
6 Hours Ago
Rebase on current /main
6 Hours Ago
Update: demote PlayersToFinalize, PlayersToValidate, PlayersToRecache from being global caches Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
Today
Update: demote PositionChanges from being a global cache Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
Today
Keep instancing disabled by default
Today
Strip debug code out into separate files
Today
Remove old unused arrays
Today
Merge: from occlusion_rework - Fix for occlusion queries not being commutative - Reenable occlusion frame cache and expand it's use to full frame - Server occlusion deduplicates queries - minor API restructure (might affect mods)
Today
Optim: ServerUpdateParallel - update player subscription groups just before we run sever occlusion update This ensures that server occlusion frame cache is built from up-to-date occluders, and allows to save on more occlusion checks downstream in ConnectedPlayersUpdate Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
Today
Remove old unused job code