140,211 Commits over 4,505 Days - 1.30cph!

1 Year 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
1 Year Ago
Fixed 4 conflictings phrases - setfreq_desc - spin_desc - drink_desc - open_loot
1 Year Ago
Skip phrases in EntityMenu.cs, we catch these by attributes
1 Year Ago
Added a check looking for unused phrases and conflicts Removed some unused/duped phrases
1 Year Ago
Add debug points to faces so we can ddraw better visualizations for the faces
1 Year Ago
Fix backface check for 180 degree faces not working due to needing a bigger offset with the normal
1 Year Ago
Make logging "a little clearer"
1 Year Ago
Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
1 Year Ago
Linearise colour values before storing them in the instance data buffer
1 Year Ago
Some fixes for the phrase contexts update, it wasn't catching everything
1 Year Ago
Cleanup/polish indirect instancing tools
1 Year Ago
more WIP on bunker entrance
1 Year Ago
Optim: NetworkPositionTick - skip transform access Tests: none, trivial change
1 Year Ago
Optim: inline virtual calls in SendNetworkPositions and skip transform access Tests: 2p seesion on Craggy with UsePlayerUpdateJobs 2
1 Year Ago
Tooltips now use phrases Converted and reserialized all UI prefabs using tooltips (~130 prefabs)
1 Year 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
1 Year Ago
Clean: fix formatting Tests: none, trivial change
1 Year 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
1 Year Ago
Small Cleanups: - use Mathf.NextPowerOfTwo in BufferList - remove CommandMemoryBase.damage_bitmap - revert changes to MainCamera - remove FormerlySerializedAs in RendererLOD
1 Year 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
1 Year 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
1 Year 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
1 Year Ago
convar to help test prepare for missions
1 Year Ago
Revert back to simpler save method Abandon mission instead of trying to use reset to defaults
1 Year Ago
Rebase on current /main
1 Year Ago
Rebase on current /main
1 Year Ago
Update: demote PlayersToFinalize, PlayersToValidate, PlayersToRecache from being global caches Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
1 Year Ago
Update: demote PositionChanges from being a global cache Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
1 Year Ago
Keep instancing disabled by default
1 Year Ago
Strip debug code out into separate files
1 Year Ago
Remove old unused arrays
1 Year Ago
Merge: from occlusion_rework - Fix for occlusion queries not being commutative - Reenable occlusion frame cache and expand it's use to full frame - Server occlusion deduplicates queries - minor API restructure (might affect mods)
1 Year Ago
Optim: ServerUpdateParallel - update player subscription groups just before we run sever occlusion update This ensures that server occlusion frame cache is built from up-to-date occluders, and allows to save on more occlusion checks downstream in ConnectedPlayersUpdate Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
1 Year Ago
Remove old unused job code
1 Year Ago
- Properly support material property blocks (for real this time) - Disregard LOD minimum distance for the 0th LOD entry to prevent objects hiding from getting too close to them. - Fix ConVars - Various cleanups
1 Year Ago
More progress on bunker outside blockout WIP
1 Year Ago
Clean: split up FinalizeTickParallel monstrosity This is end of prep to rearrange systems for better occlusion cache reuse Tests: 2p session on craggy with UsePlayerUpdateJobs 1 and 2
1 Year Ago
Merged engine.json and phrases.json into a single file
1 Year Ago
Phrase update only look for code declared phrases Added "Update Phrases Usage", which is basically the old update scanning the whole project, collecting everything and saving where phrases are used
1 Year Ago
Created prefabs and icons for charity plushies 2 and 3. Updated charity plushie 02 mesh. Created icon for charity plushie 01
1 Year Ago
Added zombie model along with the anims
1 Year Ago
Update: add native list expand to GatherPlayersToUpdate No effect in current case, but can prevent surprise exceptions in the future if reused Tests: none, trivial change
1 Year Ago
Clean: minor refactor of ServerUpdatePlayerTick Getting ready to shuffle system steps around, to re-expand occlusion cache and potentially reduce network traffic Tests: none, trivial changes
1 Year Ago
Bugfix: avoid stale occlusion results for new occludeeds Didn't realize UpdateSubscriptions modifies occludees - this returns a bunch of overhead. Will try to fix next. Tests: none, trivial change
1 Year Ago
Optim: deduplicate occlusion queries Saves 15-50% in 1k baseplayer pairs parallel occlusion perf tests. Tests: occlusion unit tests
1 Year Ago
Chandelier - adjusted alpha cutoff value for bike chain materials
Rin
1 Year Ago
merge from main
1 Year Ago
more_browser_fixes -> main
1 Year Ago
Fix bug showing 'prioritise premium' as being off even though it was on
1 Year Ago
merge from tmp_error_fix