156,039 Commits over 4,536 Days - 1.43cph!

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