139,310 Commits over 4,474 Days - 1.30cph!

13 Days Ago
Replaced .png detail normals to .tga among minor tweaks to the rubble materials
13 Days Ago
Fix for very long strings moving alongside the caret when moving it to the left, making it seem like the characters are being erased Only drag the string along if the caret is reaching the left or right edges of the console window
13 Days Ago
Merge from analytics_apartment_events
13 Days Ago
merge from main
13 Days Ago
merge from game_room_dlc
13 Days Ago
Merge: from mt_snapshot_saving - Bugfix for ExactArrayPool not being thread-safe Tests: TestMTSave
13 Days Ago
Bugfix: rewrite ExactArrayPool to be a ConcurrentDictionary Was not MT safe for Jobs 4 parallel serialization as it could lazy initialize Tests: TestMTSave
13 Days Ago
merge from water_treatment_plant_maintainables
13 Days Ago
add grass displacement to pipes
13 Days Ago
merge from water_treatment_plant_maintainables
13 Days Ago
Update(tests): make SendEntityUpdates perf test spawn as many recievers as threads available Allows to fully saturate the CPU in a test, giving a bit fairer comparison between Jobs 3 and 4 Tests: ran new test
13 Days Ago
merge from ragdoll_selfcollision_fix
13 Days Ago
re-enabled ragdoll<->ragdoll collision
13 Days Ago
merge from PlayerMaintainedMonuments
13 Days Ago
Merge: from mt_snapshot_saving - Optim: in UsePlayerUpdateJobs 4 entitiy saving for network is done in parallel. Use server.ParallelNetworkQueueBatchSize to tweak number of tasks Tests: 2k procgen, built a base and a boat, rode vehicle, heli, zipline, boat, horse, fly across the world. ran all TestMTSave unit tests
13 Days Ago
merge from demo_browser_search
13 Days Ago
Clean: fixed whitespacing Tests: none, trivial change
13 Days Ago
Added a search bar to the demo browser window
13 Days Ago
Merge: from main
13 Days Ago
merge from siegeweapon_firedamage
13 Days Ago
Buildfix: add missing server guard Tests: compile sim
13 Days Ago
Compile fix
13 Days Ago
Different approach so it doesnt impact incendiary ammo damage on vehicles: - FireBall can only damage vehicles of type BaseSiegeWeapon - Revert the vehicles heat protection changes
13 Days Ago
Update: add an default TransformHandle check to TransformEx.Unsafe.ExtractTranformAccess Better we lose a smidge of perf than have a native crash Tests: ran all TestMTSave
13 Days Ago
Update: add GetPosMT and GetRotMT to TransformEx - bugfix Elevator Save accessing transform chcked internals, should be safe Tests: fly across all of 2.5k procgen, no errors triggered
13 Days Ago
dartboard - updated icon (made icon a bit brighter) - updated prefab
13 Days Ago
Bugfix: avoid resolving transformHandle on an optional BatteringRam.doorPhysicsHinge Checked other cases I've modified, rest are required Tests: none, trivial change
13 Days Ago
Bugfix: resolve game controlelr at init of BaseCardGameEntity - use cached controller instead of trying to lazy create it in Save Avoids invoking non MT-safe APIs in save Tests: visited bandit camp on procgen, no errors. Ran TestMTSave tests
13 Days Ago
Bugfix: avoid NRE if bike doesn't have a sidecar Tests: spawned a motorbike
13 Days Ago
Merge from main
13 Days Ago
spawning baseplate properly in sculpt ui
13 Days Ago
Nest egg hat T1 workbench (To match wolf headdress as it has the same stats)
13 Days Ago
Update(tests): TestServer now also creates a dummy BiomeMap Not sure why pre-merge TestMTSave(GrowableEntity) didn't trip over, but sorted now Tests: all TestMTSave
13 Days Ago
Boat vendor now sells an actual Kayak and Paddle, not a blueprint
13 Days Ago
adjusted msg length limit
13 Days Ago
Merge: from main
13 Days Ago
sanity limits on sculpt update rpc msg
13 Days Ago
Clean: add comments for new perf test Tests: none, trivial change
13 Days Ago
New(tests): SendEntityUpdates perf test, creates a bunch(100, 1000, 10000) of players that get sent to 10 players Runs Jobs 3(parallelize dependency chains) vs Jobs 4(parallelize queues) serialization modes and whether to use network cache. Doesn't create any entity hierarchy (best case for Jobs 3). With network cache, Jobs 4 beats by ~2x (10k: 16ms vs 9ms), without cache Jobs 4 scales much better, up to 3x faster (10k: 62ms vs 14ms). Tests: ran SendEntityUpdates
13 Days Ago
Update(tests): assign prefabIDs to entities created in TestServer Avoids tests derping out trying to save global managers/players Tests: SendEntityUpdates perf test passes
13 Days Ago
Bugfix: fix double-free on a pooled buffer This was causing a buffer to be shared between 2 tasks when it was fetched from the pool, leading to chaos Tests: ran SendEntityUpdates perf test (gonna submit in a bit)
13 Days Ago
Flare animator and animation updates
13 Days Ago
¬! Dummy commit
13 Days Ago
Field rename for the OnClanUpdate event
13 Days Ago
Wolf headdress (And lunar mask skins) require T1 workbench to craft
13 Days Ago
check for buffer failure in sculpture update
13 Days Ago
cleaned up semi-useless chunk prefab
13 Days Ago
merge from siegeweapon_firedamage
13 Days Ago
Protection tweaks