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136,803 Commits over 4,474 Days - 1.27cph!

Today
No longer create pie close action if there isn't a closing command
Today
- Added a fast path for root canvas toggling, that lets us toggle the main menu root canvas without triggering a lot of stuff on every graphic - Graphic::CacheCanvas walks up and stops at the first enabled canvas instead of doing a nasty GetComponentsInParent, saves ~560KB of GC per menu toggle - Each main menu page now has a canvas component too Toggling the menu: - ~134ms → ~45ms - GC ~600KB -> 24KB
Today
Update: force TimeZone caching in WipeTimer.ServerInit While smashing TestMTSave(WipeTimer) I saw it NRE while resolving timezone. Couldn't repro again, but this should make it safe Tests: none, trivial change
Today
Update: get rid of WipeTimer rounding to second, just pass DateTime from external source Old version would always have a sporadic fails when serialization test would run across second boundary, this way we can control it in tests Tests: a bunch of times for hacked version of TestMTSave(WipeTimer) that has 1k serialization tasks
Today
fix double free on pooled array in sculpting
Pooltable: Show 'turn processing' if the balls are still moving. Have reset game as a second option Dont show reset game if players are mounted to the pool table
Today
merge from vehicle_emojis
Today
Improved emoji search in chat - Can search for items with their display name (had to guess their shortname before), works in different languages - Emoji autocomplete now also works with Contains instead of just StartsWith
Today
Fix car and chassis vehicle items having whitespace in their shortname - its bad and breaks using them as emojis in chat Changing shortnames is cursed but these are only used for the f1 vehicle tab and I've applied the FreezeItemId tag so the id will stay the same
Today
Merge from main
Today
Update(tests): add various missing TestServer setup and unit testing bypass for entity logic Tests: ran all TestMTSave, no sporadic failures, except WipeTimer - guess my prev fix didn't work >.>
Today
SoftMask optims: - Don't bother updating disabled soft masks from OnCanvasHierarchyChanged - NearestMask cache disabled masks, so we can skip the second walk SoftMask.OnCanvasHierarchyChanged 30ms -> 0.03ms when opening the main menu
Today
Better snapping. Can also now snap placement of a new fence to a post of an existing fence. TryFindNearbySnapPost uses the grid too.
Today
Folder setup and start of initial greyboxing for underground player basement blocks (WIP and continuing)
Today
Merge from render_pipeline_testing
Today
Added missing shader passes back to all main subshaders
Today
Update: made MarketTerminal.Save MT friendly - get rid of TimeUntil aliases from Entity.proto - ran protobuf gen Doesn't need protocol update, as the underlying type/serialization doesn't change Tests: TestMTSave - all 636 tests pass, though gotta work on cleanup consistency
Rin
Today
merge from Increase_spoiled_produce_stacksize
Rin
Today
merge from SnowJacketBuff
Today
Addding squirrel asset for test implementations. Added materials, textrures, prefabs, animations and models.
Today
Merge from render_pipeline_testing
Today
Added the shadow caster pass back to the cloth shaders
Today
Update: WipeTimer now returns time rounded to a second No change for gameplay, but makes serialization tests consistent Tests: 20 runs of TestMTSave(WipeTimer), all pass
Today
Update(tests): TestMTSave - move protobuf serialization to worker threads to catch more invalid API usages Revealed 2 failures Tests: ran all TestMTSave - MarketTerminal (TimeUnitl) and WipeTimer(missmatching stream) failed
Today
Bugfix: avoid Time call in ChickenCoop.Save to make it MT friendly - added chicken as part of test setup to trigger this path Tests: TestMTSave pass
Today
merge from main
Today
Updating m92 viewmodel mesh
Today
merge from snapping_bind
Today
Also updated wire slack and snap attraction point game tip to use tokenized binds
Today
Added support for tokenized phrase in settings tooltips, updated deployable snapping tooltip to use [+snapping]
Today
Update: BasePlayer - don't mutate own model state on save We modify the copy as we send it, and the original value should be modified on every tick, so should be safe Tests: none, trivial change
Today
Update: make ItemBlueprint.FindBlueprint MT friendly GetComponent is not thread safe, so caching item->blueprint pairs at init time Tests: setup TC, made sure it has right upkeep calculated
Today
merge from snapping_bind
Today
Added snapping to the keybinds menu
Today
Added a dedicated realmed bind for snapping, used by the wire tool and deployable snapping Fixed autorun causing issues with wire tools
First pass on adding events to cover apartment and shop usage
Today
merge from cui_updates
Today
Fix for Tooltip references breaking on Jenkins builds
Today
Fixed no domain reload editor topbar button disappearing constantly
Today
merge from defaultbinds_fix
Today
Fixed bind_default not being bind realms aware (fixes +prevskin and +nextskin not bound by default)
Today
Added some visual electric cables in airfield tower to display current flow to fuseboxes, computers airfield S2P
Today
Added information sign in airfield tower to explain the computers drop logic
Today
set up material randomiser for spray
Today
merge from main
Today
Calf initial setup
Today
Hooked up testing patrol path Update walk states
Today
Dolly edit context menus, clean up transitions, a bunch of ux improvements
Today
New LIvestockAnimal class, Cow now derives from that
Today
Merge from skin_randomiser