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7,121 Commits over 882 Days - 0.34cph!

28 Days Ago
Simple light don't switch the ON flag anymore, we can just use HasPower and save a setflag when turning a light on/off (they're batched but that saves some overhead)
28 Days Ago
Added a max flag flip per tick per circuit budget too (too many flag changes can stall the client)
28 Days Ago
Circuit budgeting: all circuits share a 0.25ms budget per frame to evaluate. When the budget is depleted mid circuit, we save where we stopped and continue later. The starting circuit is never the same so a single circuit can't eat the whole budget and clog everything Also moved the drain pass to the 1hz battery tick, it doesnt have to run on every tick
28 Days Ago
Optimised the evaluation pass. we now starts from the dirty components specifically instead of evaluating the entire circuit from start to finish When evaluating, if a component output didnt change, we stop there
30 Days Ago
Cleanup
30 Days Ago
Ceiling lights just use the HasPower flag instead of On
30 Days Ago
More io entities using the new flag update Auto turret is not sending full network update when turned on or off
30 Days Ago
Forgot Circuit.cs
30 Days Ago
Split the circuit dirty flag into two: Dirty and NeedsRebuild so setting a circuit dirty doesnt trigger a rebuild every time Added rebuild timings
30 Days Ago
Moved the tick to every frame Added timings command to debug circuit perf
30 Days Ago
Codegen
30 Days Ago
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30 Days Ago
Compile fixes
30 Days Ago
merge from automated_testing
30 Days Ago
Moved server block in TestScenario_RocketSplashDamage
30 Days Ago
Don't catch exceptions in WrapTestAsCoroutine
30 Days Ago
Bug fixes and optims, only snapshots dirty slots
30 Days Ago
Trace debug commands, logs when something happens on a circuit
31 Days Ago
Power flow debug viz
31 Days Ago
Added some mint ddraw and debug commands to help debugging circuits
31 Days Ago
merge from main
31 Days Ago
merge from wiretool_reconnect_fix
31 Days Ago
Fixed wiretool connection rejected by the server in some cases after clearing previous connection
31 Days Ago
Fix battery charging issue with closed loop circuits Fixed batteries not considered as sources when building the evaluation order
31 Days Ago
merge from main
31 Days Ago
merge from iolines_shader_fix
31 Days Ago
Swapped all IO wires to use the standard shader instead of standard wire. Fixes some rendering issues, they were made transparent after some changes to the wire shader They don't really need all the features from the wire shader
32 Days Ago
More items converted to the new io system
32 Days Ago
AND OR XOR flags fixes
32 Days Ago
Registered entities aren't allocating a new circuit until wired Don't tick circuit system while loading a save, so we only rebuild everything once all the io entities and wires are registered
32 Days Ago
Converting more items to new IO system: entities are PowerConsumer by default so all lights and simple consumer work by default Button and counter evaluators
32 Days Ago
Added baked config at register time Batteries are data based
32 Days Ago
Splitter evaluator
32 Days Ago
Memory cell evaluator
32 Days Ago
Root combiner distributes drain evenly on batteries connected to its inputs
32 Days Ago
Evaluator refactoring
32 Days Ago
Branch and blocker evaluators Some cleanup and fixes
32 Days Ago
merge from main
32 Days Ago
Batteries tick flow. Charged and depleted on the same tick Bug fixes and refactoring
33 Days Ago
Some reserialized metas
33 Days Ago
Updated some legacy input code to use the new input system
33 Days Ago
Generator, switch and light use the new IO system Got a simple circuit working
33 Days Ago
Entity bridge first pass Added debug commands
33 Days Ago
Drain calculation pass New evaluators: battery and and,or,xor logic gates
33 Days Ago
merge from f1_savecategory
33 Days Ago
merge from server_warnings_fix
33 Days Ago
merge from digitalclock_pool_fix
33 Days Ago
merge from copypasteloadouts_deleteconfirmation
33 Days Ago
merge from ugc_teleportbutton
33 Days Ago
merge from console_autocomplete_fix2