138,469 Commits over 4,474 Days - 1.29cph!

11 Minutes Ago
Update: in UseParallelSaves mode, Ragdol component samples transform handles Tests: on playground enabled Jobs 4 and ragdolled a bunch of times
25 Minutes Ago
improved sculpting ux massively, keeps collider as-is during carve (only updating visuals) so that carving depth doesn't feed into itself or need messy plane logic
38 Minutes Ago
Merge from playermaintainedmonuments
40 Minutes Ago
Update: use handles to get pitch and yaw rotations for AttackHelicopterTurret in UseParallelSaves mode - amended test to cover turret saving path Tests: TestMTSave pass
47 Minutes Ago
Fix scientists not spawning in deep sea
47 Minutes Ago
Workbench recycle bin upgrade is now interactable and gets its own 16 slot storage. Reycle upgrade automatically puts all returned ingredients into the recycle bin storage. Bin storage is take-only - can't put anything in or add to existing stacks manually.
47 Minutes Ago
Merge from render_pipeline_testing
48 Minutes Ago
Fixed the normal maps not being present on the deploy meshes
57 Minutes Ago
thickened up X sprays and set O sprays to white
1 Hour Ago
Update: move OrientableLight interpolation invoke from Save to rpc + ondeply Scheduling invokes won't be safe in MT Tests: none
1 Hour Ago
game_room_dlc -> main
1 Hour Ago
Fix hit animation not working
1 Hour Ago
adding for Damian to check
1 Hour Ago
Update: avoid transform call in TravellingVendor.Save when it's following a spline Tests: none
1 Hour Ago
Supply signal animation updates
1 Hour Ago
Update: move Privelege caching from DisplayingBoxStorage.Save to OnPrivelegeUpdated We can't have it in Save as it is self-modifying and can call Vis.Entities - lets see how this holds Tests: none
1 Hour Ago
merge from cui_updates
1 Hour Ago
merge from main
1 Hour Ago
No longer create pie close action if there isn't a closing command
1 Hour Ago
- 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
2 Hours Ago
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
2 Hours Ago
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
3 Hours Ago
fix double free on pooled array in sculpting
3 Hours Ago
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
3 Hours Ago
merge from vehicle_emojis
3 Hours Ago
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
3 Hours Ago
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
3 Hours Ago
Merge from main
3 Hours Ago
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 >.>
4 Hours Ago
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
4 Hours Ago
Better snapping. Can also now snap placement of a new fence to a post of an existing fence. TryFindNearbySnapPost uses the grid too.
4 Hours Ago
Folder setup and start of initial greyboxing for underground player basement blocks (WIP and continuing)
4 Hours Ago
Merge from render_pipeline_testing
4 Hours Ago
Added missing shader passes back to all main subshaders
4 Hours Ago
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
4 Hours Ago
merge from Increase_spoiled_produce_stacksize
Rin
4 Hours Ago
merge from SnowJacketBuff
4 Hours Ago
Addding squirrel asset for test implementations. Added materials, textrures, prefabs, animations and models.
4 Hours Ago
Merge from render_pipeline_testing
4 Hours Ago
Added the shadow caster pass back to the cloth shaders
4 Hours Ago
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
5 Hours Ago
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
5 Hours Ago
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
5 Hours Ago
merge from main
5 Hours Ago
Updating m92 viewmodel mesh
5 Hours Ago
merge from snapping_bind
5 Hours Ago
Also updated wire slack and snap attraction point game tip to use tokenized binds
5 Hours Ago
Added support for tokenized phrase in settings tooltips, updated deployable snapping tooltip to use [+snapping]
5 Hours Ago
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
6 Hours Ago
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