137,366 Commits over 4,352 Days - 1.32cph!
updated item definition on bunny suit
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Optim: run gather network groups in parallel
- changed dimensions of net grid in DummyServer, now it's using a 512 grid with 64 cells
128 players: 0.54ms vs 1.15ms of serial. Relies on a prealloc hack, need to support it properly
Tests: ran unit tests
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exported latest salvaged axe v model anims
Updating krieg backpack skinning and burst cloth
Remove _CommandID shader property to not ever confuse any shader compilers
Fix incorrect cleanup on load fail
Better logs, fix out of bounds tile index, fix incorrect warning when loading a navmesh from a save
fix animator after merge conflicts, fixed wheel rotation and mount positioning
Reduced PacketArrayPool's length to the max value, reworked GetHashCode, removed unneeded second Close in ResetSocket, Use GameManifest.Current instead of loading from disk again
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fix water SSR flickering when TAA was enabled, was especially pronounced at grazing angles
Fix tilesLoaded never being incremented, causing loading to fail
Updating krieg skeleton asset
Fixed modular car fuel tank not connectable to anything
Add missing lod2 to emission toggle
Render single-draw commands through Graphics.RenderMeshIndirect()
Remove the placeholder "cancel" menu option.
Updating krieg hazmat burst cloth and skinning
Add item name & icons to radial menu.
Only show radial menu if there's more than one item that responds to lighttoggle.
Run lighttoggle instantly on press if there is only one item.
Misc fixes/functionality. Ready to start refactoring and cleaning up.
fixing shadow issues with brutalist blocks that got introduced likely by recent shadow changes
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Enabled LZ4 high compression
Finish refactor to have individual navmesh instances instead of a singleton, todo fix crash on destroy
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moved relay send thread start to first packet enqueue, implemented missing Equals and GetHashCode methods
Bugfix: ServerOcclusionGroups - handle null net group when player goes through custom flow
- renamed branch to *_reinit (as limit networking turned out not to be related at all)
Tests: ran all unit tests, they pass
Fixed ocean topology in launch site, potentially other monuments
Check Unity object lifetime before calling onVisibilityChanged callback
Update(tests): ServerOcclusionGroups - add a net-group reinit test
Not a flow we have on servers for now, but it could change in the future
Tests: new tests fail (as expected)
Merge: Cherrypick of
145087 from /main/useplayerupdatejobs3/updatesubs_optim
- Bugfix for DummyServer not being able to spawn players/bots in unit tests
Tests: ran occlusion group tests, now pass
RelayQueueItem now IEquatable, removed SocketLock as we're now running sync
merge from the deployguide box fix branch
re-linked up prefab deploy guides on comps, meds, explosives and meds box skins
Fixed the issue with the shutter frame not working correctly with indirect instancing
restore guidePrefab on DLC boxes
adjusted armoured hatch meshes to close gaps, updated textures to improve normal shading.
merge from event_timing_adjust