144,577 Commits over 4,413 Days - 1.37cph!

12 Days Ago
Course changes
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Source updates
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codegen
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More wip UI
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Military vendor animation content
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Updating skinning for female skin
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more set dressing progress in streets
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Updated directional floorpaper textures, updated icons and relinked them, added descriptions
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Bandit gear skinning update
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apartment medium art
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Use in environment check on the binoculars to correctly set day/night mode better than just day/night time
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Flipped hte UI numbers to align with the min max flip. Removed debug gizmos from impacts. Minor polish.
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Update: use volatile int instead of Volatile.Read(ref long), as the latter is an expensive CAS Existing code was using non-volatile read of long, but I don't think it's safe Tests: ran perf tests
12 Days Ago
setup w_bowless_crossbow anim controller with multiple deploys for loaded and unloaded states
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Bugfix: fix extreme spillage in high-contention perf test Turns out I needed to do an extra spin, whoops Tests: ran unit and perf tests
12 Days Ago
server_browser_update_2 -> main
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- Hide distance behind a popup - Country select window changes - Minor cleanup all around
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Merge: from pool_mt
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Merge: from pool_mt
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Update(tests): add 4, 8, 16, 32 task scenarios (previously was just 32) for pool perf tests Tests: ran perf tests
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Update(tests): expand AllocDeallocMTShortLived to optionally simulate busywork We're never going to be just slamming the pool(or if we do - we shouldn't as that's overhead). This makes the test closer to real world. Tests: ran perf test
12 Days Ago
main -> server_browser_update_2
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Fixed a shadow caching OOB exception when there are no lights in the scene
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merge from horse_rpc_fix
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Clean(tests): consolidate pool create-spilled code into Utils.MeasureAndPrint Tests: ran perf tests
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Fixed horse spamming CLIENT_HorseUpdate rpc to every clients in range constantly It was supposed to run only when necessary
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Update: fuzzy version of pool with CircularBuffer Fastest so far, but has a tendency to spill/allocate in during very high contention AllocDeallocST - Avg: 0.63ms, Created: 0 Spilled: 0 AllocDeallocMTShortLived - Avg: 2.79ms, Created: 144(0.45%) Spilled: 169(0.53%) AllocDeallocMTLongLived - Avg: 2.94ms, Created: 0 Spilled: 0 AllocDeallocMPSC - Avg: 3.26ms, Created: 0 Spilled: 0 Tests: ran unit and perf tests
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Satellite list tidyup
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Lock trajectory button styling, setup.
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Cherrypick from pool_mt/circularbuffer - test improvements
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Update(tests): gather and output more data about the test - track created and spilled (matters for next pool version) - more profiler markers Tests: ran perf tests
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Add thruster button prefab. Restyle thruster button.
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bowless crossbow world model anims edited
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merge from f1tools_demo_fix
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Use static list ticked through ServerMgr for npc networking instead of unity update
12 Days Ago
Stop sending global.AdminUI_FullRefresh every time an admin open the F1 menu We only do it once now, when opening the F1 for the first time. Then only when opening the admin tab
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Fixed F1 menu tools tab not showing in demos
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Merge from main
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Convert stragglers that still used navmesh agent: dungeon scarecrows and frankenstein pet
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Tidy up thruster panel.
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Add script in Tools/NavMesh to find all prefabs using legacy navigation components (agents, obstacles, volumes, monument navmesh)
12 Days Ago
Delete old path following component (the one used by new AIs, replaced by RustNavMeshAgent, old AIs still use their navigator)
12 Days Ago
Use static list ticked through ServerMgr for navmesh agents instead of unity update
12 Days Ago
reset electric furnace emissive texture and 3.1 value to original
12 Days Ago
Merge: from pool_mt