129,609 Commits over 4,201 Days - 1.29cph!

2 Months Ago
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Cozy Beanbag Seat - Added new material variation, changed both materials to use met-smooth instead of spec-smooth, improved gibs, some other prefab configs
2 Months Ago
Figure out why blocks don't want to connect to their opposite side
2 Months Ago
merge from main
2 Months Ago
Fixed phrase contexts update catching RustText set to localized false
2 Months Ago
Updated phrase finder window
2 Months Ago
Fixed phrases using the same key and english being ignored by the phrase update
2 Months Ago
Fixed bbq loot panel title
2 Months Ago
Connect together faces when entity links update
2 Months Ago
Fix debug points for walls
2 Months Ago
Bugfix: players go back to sleep on disconnect on a server with UsePlayerUpdateJobs 2 This looked scarrier than it ended up being. One concern left to investigate - looks like I'llbe able to merge it in tomorrow Tests: 2p session on craggy with UsePlayerUpdateJobs 2
2 Months Ago
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2 Months Ago
Fixed 4 conflictings phrases - setfreq_desc - spin_desc - drink_desc - open_loot
2 Months Ago
Skip phrases in EntityMenu.cs, we catch these by attributes
2 Months Ago
Added a check looking for unused phrases and conflicts Removed some unused/duped phrases
2 Months Ago
Add debug points to faces so we can ddraw better visualizations for the faces
2 Months Ago
Fix backface check for 180 degree faces not working due to needing a bigger offset with the normal
2 Months Ago
Make logging "a little clearer"
2 Months Ago
Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
2 Months Ago
Linearise colour values before storing them in the instance data buffer
2 Months Ago
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2 Months Ago
Some fixes for the phrase contexts update, it wasn't catching everything
2 Months Ago
Cleanup/polish indirect instancing tools
2 Months Ago
more WIP on bunker entrance
2 Months Ago
Optim: NetworkPositionTick - skip transform access Tests: none, trivial change
2 Months Ago
Optim: inline virtual calls in SendNetworkPositions and skip transform access Tests: 2p seesion on Craggy with UsePlayerUpdateJobs 2
2 Months Ago
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Tooltips now use phrases Converted and reserialized all UI prefabs using tooltips (~130 prefabs)
2 Months Ago
Update: simplify SendNetworkPositions Decided against parallelizing with tasks as it looks to be taking only ~0.3ms on a 350pop server Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
2 Months Ago
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Clean: fix formatting Tests: none, trivial change
2 Months Ago
Bugfix: fix failing WaterLevel tests My ReadOnlySpan caused it, as we had hardcoded access to the global PlayerCache (which we don't use in tests). Tests: unit tests pass
2 Months Ago
Small Cleanups: - use Mathf.NextPowerOfTwo in BufferList - remove CommandMemoryBase.damage_bitmap - revert changes to MainCamera - remove FormerlySerializedAs in RendererLOD
2 Months Ago
Update: rename BasePlayer.playerCache member var -> BasePlayer.PlayerCache It was hiding the source of a bug, as func params have lower case name Tests: compiles in editor
2 Months Ago
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2 Months Ago
Some refactoring, make sure prefab phrase contexts arent stomped when running the phrase update Fixed persistent assets in lists being explored as potential phrase contexts
2 Months Ago
Clean: prefer ReadOnlySpan<BasePlayer> instead of playerCache where possible Makes it easier to guess things at a glance. Tests: ran all relevant unit tests(discovered WaterLevelTests are failing, will investigate next) + 2p session on craggy with UsePlayerUpdateJobs 2
2 Months Ago
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convar to help test prepare for missions
2 Months Ago
Revert back to simpler save method Abandon mission instead of trying to use reset to defaults
2 Months Ago
Rebase on current /main
2 Months Ago
Rebase on current /main
2 Months Ago
Update: demote PlayersToFinalize, PlayersToValidate, PlayersToRecache from being global caches Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
2 Months Ago
Update: demote PositionChanges from being a global cache Tests: 2p session on Craggy with UsePlayerUpdateJobs 2