248,649 Commits over 3,928 Days - 2.64cph!
Enhanced mine
https://files.facepunch.com/tony/1b0411b1/sbox-dev_tBUWj7kgIu.mp4
WIP restart server at 4am local machine time, check for >=22 hour server uptime and do not restart Staging servers (env || hostname)
start the timer 10 minutes after the server is up and repeat every 5 minutes
Separate rcon logic and serverinfo loop out of ConsoleInputBar and into separate class CommandManager. Swapped out usages in RunServer.cs. Finished up the CheckForServerRestart functionality. Confirmed the project still builds
Was accidentally using DateTime.UtcNow instead of DateTime.Now
Change the time check to prevent the extremely rare edgecase of the server attempting to restart twice
Use the global cancellation token in the CommandManager, don't make a new one
CommandManager takes CancellationToken, not source
Rename CommandManager to more suitable ServerRcon
rename vars, too
Double time window to ensure we restart and store DateTimeOffset of when restart was last requested
Attempt to restart multiple times if we failed due to an exception
Log any errors
Minor changes
Merge pull request #6 from Facepunch/server_restarts
Server restarts
reverting
108949 - caused compilation issues
Bring back external changes detected dialog, move to interface event
Assets added at runtime can be loaded into promises/missing resources again
Move prefab instance reload logic out of ResourceLoader
Clear selection when reloading SceneEditorSession
Don't allow double activating/deactivating cards
Comments / cleanup
Change glass cannon card stats a bit
These shouldn't be properties
Lowest HP stat possible is 1
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Fix overriding SSR with a black texture when it should be initialized with a translucent one
in Material.Lerp, normalize after lerping normals
Include ReflectionTextureColor in all the layers
@samzanemesis might wanna check this is the right thing to do
build shaders
Fixed DeferredMeshDecal NRE when spawning hex-a-gone tiles
Clean: further comments
Tests: none, trivial change
Clean: fixed comments
They got out of date from my initial experiments.
Tests: none, trivial change
Refresh Button
Move punch card
Balance couple cards
updated vm improvised/reinforced and wooden shields override controllers with the correct anims
add shader_lighting test scene
shader SSR test scene
Optim: reimplementing List.Compare extension via hash->sort approach
- Only implemented for ref types for now, but can be extended to value-types as well
- Has a limitation of requiring no duiplicates in queries lists
- Dependent on the hash quality - we have a slow, quadratic path when a hash collision occurs
- Measured performance - largest case (2048, 512) is an order faster than previous impl (0.75ms vs 12.5ms)
Goal was to reduce the number of hash lookups from the original algorithm and to reduce it's quadratic nature.
Tests: Ran the unit tests - all pass
Update: rewrote ListExtension test to soon-to-chan
- Also added a perf test
- Measured initial implementation's timings - (2048,512) takes 12.5ms on average
I've been working on an optimization that requires me to use ref-types rather than value-types
Tests: run the test in editor, all cases pass
fixed backwards WriteOnly/ReadOnly attributes on job and changed bad naming that caused it
Remove redundant allies vislog
Use convars directly in debug aiarena script when ppossible instead of running commands
Add vislog to confirm that fallback roam EQS works correctly
Combining back wheel of ballista base
merge from fix_swamp_water_reflection
prepatch phases, codegen and manifest
special spitter
spitter elite special
dont despawn enemy bullet if it kills player
spiker special
charger special
Leaderboard backup, run #
15869
Fixed asset labels on all new shields, manifest
Only apply auto turret behaviour when actively bocking with the shield
Some protection value changes
If an auto turret is aiming at a person using a shield, adjust the targeting to shoot at the shield
Adjusted improvised shield collider
Update attack loops on reinforced shield
Delete animator controllers for wooden, reinforced and improvised shields
There are overrides setup for each shield viewmodel variant, we should be using those
Normalize quats going to physicsbody, set to identity if they can't be normalized - could potentially fix rare physics failure
Both head look system working in tandem: one for direction and one for point of interests (players, food, ...)
Horse proper headlook setup, disabled old headlook
Horse mountable blend tree tweaks
Adjust TOD scattering direction clamp to avoid normalising zero vector (stop NaNs)
Can quickly open the prefab from CardRow