138,671 Commits over 4,474 Days - 1.29cph!

Today
fixed water pipe spawning absolutely everywhere improved water pipe terrain meshing fixed water effects playing at all times added convar for testing water pipes "watertreatmentswitchbroadcast.senddebugbroadcast <bool>" manifest
Today
Move the upkeep multiplier selector (building percentage vs high wall convar) upwards into BuildingPrivlidge.Upkeep.cs - fixes deltaTime being overwritten by the convar instead of swapping the convar <-> "20% upkeep" shown in TC
Today
merge from hasunlocked_optims
Today
PlayerBlueprints.HasUnlocked optims: we now cache owned workshop skin items, avoiding full steam definition scans during UI refresh and craft validation, save 1s on LocalPlayer.HasUnlocked when entering playmode Also saves time in client and server call when validating craft and unlocking
Today
merge from iteration_optims
Today
Snake mask -> Snake Mask
Today
Set up all of the lunar new year animal masks as skins of the wolf headdress, so you can reskin between them
Today
Update: Jobs 4 - intercept exceptions from SendAsSnapshot/ShouldNetworkTo and log once per task - Also if ToStream threw, don't save the resulting buffer as a network cache, as that would poison everything Instead of bubling them all up to the top like usual, handle locally by just skipping sending the data, and report error once to avoid filling console Tests: booted into craggy with CCTV fix reverted, no more spam
Today
Fix newly updated art highlighting a bug where remains take damage and get instantly destroyed on impact.
Today
Optim: Implement parallel serialization in Jobs 4 mode - fix CCTV_RC doing GetComponentInParent on an MT path, cache on init - add server.ParallelNetworkQueueBatchSize, controls how many players end up being batched in a task. Higher number - less tasks Offloading ShouldNetworkTo, serialization and sending all to worker threads. Main thread steals last task to run on main thread before spinning for other task completion. Tests: booted craggy, gathered resources, build a base, rode ahorse, shot a gun, drove a car, heli, zipline, built a boat, used codelock
Today
merge from automated_testing
Today
Jukebox collider convex + RW Bar stools disable researchable Dartboard assign place effect manifest + testlist
Today
merge from main -> high_wall_upkeep
Today
merge from reduce_server_startup_yields -> main
Today
merge from main
Today
Manually update the "reduce_editor_startup_yields" branch - old branch adam made to skip 10x 100ms delays in server startup in the editor - I think it might need a WaitForFixedUpdate() but not 100ms waits - only affects editor: doesn't change standalone builds
Switch to AddField for impacted IDs with OnClanUpdate
Today
Updated eye position for bar stool mounts
Today
Added Disable Analytics Upload editor prefs Saves a second when exiting playmode
Today
Swapped a UnloadUnusedAssets in WorldSetup to ConVar.GC.unload, so it respects the Disable Unloading Assets editor pref Was taking around 600ms when entering playground
Today
merge from hackweek_parented_ddraw
Today
Fix UI map zooming in forever
Today
more compile fixes
Today
merge from editor_playmode_timing -> main
Today
Print time taken to enter play mode in the editor (so we know what iteration speed is)
game_room_dlc -> main
Cleanup spline movement a bit
Pooltable: - Groundwatch fixes - Various layer/setup fixes - Rotation fixes
Today
masterkey prefab set up WIP -viewmodel with animator -worldmodel prefab setup - placeholder icon - entity setup - item setup (using keycard) - 3p override controller - placeholder viewmodel anims
Today
build compile fix
Today
Hackable crates correctly saveload their state (timer progress, whether its been looted, etc.) Some cleanup on the script
Pooltable: - Remade all colliders as primitives - Better deploy and prevent build volumes
Today
Creating avatar for keys rig
Today
Adding keys world model rig
New events to cover basic clan usage and to reduce allocations in apartment events.
Today
merge from main
Today
fixed hardcoded data bounds in admin view
Today
merge from cui_updates
Fix pooltabel groundwatch not working
Today
Merge from main
Today
Fixed escape opening the menu when having the pie menu open Added UIEscapeCapture which now cleanly handles escape closing events for the pie menu in instances where the pie remains open after releasing keys (eg. when using `input.radial_menu_mode 1`)
Today
merge from console_optims
Today
Fixed pasting a large string in the console input field being slow ConsoleTMPInputField handles pasting itself by processing everything in one go
Today
merge from main
Today
Added `espcanvas.nameplateautosize_falloff` (defaults to 50)
Today
merge from bootstrap_optims
Today
Fixed skin viewer trying to load prefabs from the prefab asset scene when its not loaded yet Added a safeguard in GUIDToObject, any request from a non loaded asset scene won't cache the null miss
Today
Update: rewrite ToStreamForNetwork to be thread safe - EntityMemoryStreamPool is now a concurrent queue Now, theoretically, we just throw it at threads and drink champagne Tests: craggy, built a base and checked decay timer
Today
Descent save fix
Today
Update: initialize every SaveInfo with ThreadSafeTime.TakeSnapshot - also removed some jobs 2 code I missed previously Tests: on craggy rode a horse, built a base, checked decay timer was updating as I added/removed resources