reporust_rebootcancel

137,022 Commits over 4,474 Days - 1.28cph!

16 Minutes Ago
merge from game_room_dlc
17 Minutes Ago
Merge: from mt_snapshot_saving - Bugfix for ExactArrayPool not being thread-safe Tests: TestMTSave
18 Minutes Ago
Bugfix: rewrite ExactArrayPool to be a ConcurrentDictionary Was not MT safe for Jobs 4 parallel serialization as it could lazy initialize Tests: TestMTSave
18 Minutes Ago
merge from water_treatment_plant_maintainables
19 Minutes Ago
add grass displacement to pipes
25 Minutes Ago
merge from water_treatment_plant_maintainables
51 Minutes 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
52 Minutes Ago
merge from ragdoll_selfcollision_fix
58 Minutes Ago
re-enabled ragdoll<->ragdoll collision
1 Hour Ago
merge from PlayerMaintainedMonuments
1 Hour 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
1 Hour Ago
merge from demo_browser_search
1 Hour Ago
Clean: fixed whitespacing Tests: none, trivial change
1 Hour Ago
Added a search bar to the demo browser window
1 Hour Ago
Merge: from main
2 Hours Ago
merge from siegeweapon_firedamage
2 Hours Ago
Buildfix: add missing server guard Tests: compile sim
2 Hours Ago
Compile fix
2 Hours 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
2 Hours 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
3 Hours 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
3 Hours Ago
dartboard - updated icon (made icon a bit brighter) - updated prefab
3 Hours Ago
Bugfix: avoid resolving transformHandle on an optional BatteringRam.doorPhysicsHinge Checked other cases I've modified, rest are required Tests: none, trivial change
3 Hours 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
3 Hours Ago
Bugfix: avoid NRE if bike doesn't have a sidecar Tests: spawned a motorbike
3 Hours Ago
Merge from main
3 Hours Ago
spawning baseplate properly in sculpt ui
bot
4 Hours Ago
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4 Hours Ago
Nest egg hat T1 workbench (To match wolf headdress as it has the same stats)
4 Hours 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
4 Hours Ago
Boat vendor now sells an actual Kayak and Paddle, not a blueprint
4 Hours Ago
adjusted msg length limit
4 Hours Ago
Merge: from main
4 Hours Ago
sanity limits on sculpt update rpc msg
4 Hours Ago
Clean: add comments for new perf test Tests: none, trivial change
4 Hours 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
5 Hours 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
5 Hours 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)
5 Hours Ago
Flare animator and animation updates
5 Hours Ago
¬! Dummy commit
5 Hours Ago
Field rename for the OnClanUpdate event
5 Hours Ago
Wolf headdress (And lunar mask skins) require T1 workbench to craft
5 Hours Ago
check for buffer failure in sculpture update
5 Hours Ago
cleaned up semi-useless chunk prefab
Today
merge from siegeweapon_firedamage
Today
Protection tweaks
Today
Made siege weapon vulnerable to fire (as intended initially) - Added vehicle world layer to all fireball prefabs - Set heat protection to 1 for all vehicles except siege weapons
Today
Today
Merge from sign_build_fix