reporust_rebootcancel

130,563 Commits over 4,140 Days - 1.31cph!

2 Hours Ago
merge from deep_sea/islands
2 Hours Ago
Code cleanup
2 Hours Ago
Scene backup. Editor script fix.
3 Hours Ago
Set ghost ship as deep sea global networked
3 Hours Ago
merge from naval_update/deep_sea
Today
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Today
beanbag chair destroy sound + sound tweaks table lamp deploy deploy sound tweak for a few other lights
Today
Merge from baseplayer_serverupdateparallel - Optim: reduce GC allocs by 60% when creating tasks for UsePlayerUpdateJobs 2 - Optim: skip occlusion queries for pairs of same players (affects all modes) Tests: 2p tests on Craggy + 2k procgen with UsePlayerUpdateJobs 0/1/2 (covered spawning, sleeping, killing and occlusion kicking in)
Today
Merge: from main
Today
Optim: skip running server occlusion between a pair of same players Saves us a bunch of extra dictionary entries, running extra occlusion jobs Tests: 2p sessions with UsePlayerUpdateJobs 0/1/2 on Craggy (with reconnects, kills, occlusion culling)
Yesterday
Fix bug in new implementation of Parallel.Call that caused the terrain accordion incident
Yesterday
Subtract 127690 - get rid of the custom Parallel class
Yesterday
Replaced the sphere colliders in the Comfortsource on the bear rug with a single box collider, so you dont lose comfort stood in the middle if the rug is on the ceiling
Yesterday
Bugfix: UsePlayerUpdateJobs 2 - skip trying to run occlusion checks between 2 same players A little slapdash, but it fixes editor-only CLIENT+SERVER bug of sometimes failing to notify player that they're awake. I'll exclude it from all modes next CL. Tests: loaded into 2k procgen world with UsePlayerUpdateJobs 2 set from the start 3 tmes - all times no weird zombie state
Yesterday
Make mixing table overflow items drop from the player's eye level to improve visibility.
Yesterday
merge improve_mixingtable_drop_visibility to main
Yesterday
Add playermodel LOD override for Mannequin
Yesterday
Optim: UsePlayerUpdateJobs 2 - reduce GC allocations around creating tasks Surprisingly, this was a struggle to test. Suspicious about a potential bug in unrelated part of UsePlayerUpdateJobs 1/2. Tests: 2p on Craggy and 2k Procgen map with UsePlayerUpdateJobs 2
Yesterday
merge from deep_sea/networking -> deep_sea
Yesterday
merge fix_torch_underwater to main
Yesterday
Fix being able to swing a torch underwater to keep it lit. Add a transition from attack_lit -> extinguish.
Yesterday
PT Updates
Yesterday
proxy street lights added to docks, static buoys
Yesterday
merge fix_worldsize_skipdomainreload to main
Yesterday
Fix skip domain reload breaking world size in procedural maps.
Yesterday
Adding FPBuild flags for MacOS build in Jenkinsfile
Yesterday
fix_tree_marker_color_ui
Yesterday
Fix tree marker color selector
Yesterday
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Yesterday
Update: Unit tests that experiment with reducing allocation overhead of tasks Got the following reductions in the unit test: Garbage size: 1.1KB -> 0.3KB Alloc Calls: 11 -> 5 The remaining ones seem impossible to remove while still using System.Threading.Task. Tests: ran the new unit tests
Yesterday
label_fix_2 -> main
Yesterday
Compile fix
Yesterday
Set sleeping bag team member names to null even if they fails (so they dont retain old data) should someone start a group and leave it Dont do team member updates, instead just update any players bags who joins or leaves a team Ensure all other team members bags are updated when any player joins or leaves, so that joining or leaving player loses their bag data
Yesterday
Ensure for connection is valid before trying to save
Yesterday
wrapped baker in our own component and added IPrefabPreProcess validation and component stripping - exposed ValidateColliders in inspector
Yesterday
floating walkways set dressing WIP
Yesterday
merge from ceilinglight_fix
Yesterday
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Yesterday
Tweaked the ceiling light joint and rb, takes less time to stop swinging
Yesterday
Yesterday
Make sure to reset ceiling light joints after a entering network range
Yesterday
mannequin updates - updated all poses to have same hip height, widened stance - tweaked spawn point to remove floating feet - renamed altPose to idlePose
Yesterday
added inspector buttons
Yesterday
Phrase contexts
Yesterday
Phrase update