140,999 Commits over 4,505 Days - 1.30cph!

35 Days Ago
Update: Jobs 4 - intercept exceptions from SendAsSnapshot/ShouldNetworkTo and log once per task - Also if ToStream threw, don't save the resulting buffer as a network cache, as that would poison everything Instead of bubling them all up to the top like usual, handle locally by just skipping sending the data, and report error once to avoid filling console Tests: booted into craggy with CCTV fix reverted, no more spam
35 Days Ago
Fix newly updated art highlighting a bug where remains take damage and get instantly destroyed on impact.
35 Days Ago
Optim: Implement parallel serialization in Jobs 4 mode - fix CCTV_RC doing GetComponentInParent on an MT path, cache on init - add server.ParallelNetworkQueueBatchSize, controls how many players end up being batched in a task. Higher number - less tasks Offloading ShouldNetworkTo, serialization and sending all to worker threads. Main thread steals last task to run on main thread before spinning for other task completion. Tests: booted craggy, gathered resources, build a base, rode ahorse, shot a gun, drove a car, heli, zipline, built a boat, used codelock
35 Days Ago
merge from automated_testing
35 Days Ago
Jukebox collider convex + RW Bar stools disable researchable Dartboard assign place effect manifest + testlist
35 Days Ago
merge from main -> high_wall_upkeep
36 Days Ago
merge from reduce_server_startup_yields -> main
36 Days Ago
merge from main
36 Days Ago
Manually update the "reduce_editor_startup_yields" branch - old branch adam made to skip 10x 100ms delays in server startup in the editor - I think it might need a WaitForFixedUpdate() but not 100ms waits - only affects editor: doesn't change standalone builds
36 Days Ago
Switch to AddField for impacted IDs with OnClanUpdate
36 Days Ago
Updated eye position for bar stool mounts
36 Days Ago
Added Disable Analytics Upload editor prefs Saves a second when exiting playmode
36 Days Ago
Swapped a UnloadUnusedAssets in WorldSetup to ConVar.GC.unload, so it respects the Disable Unloading Assets editor pref Was taking around 600ms when entering playground
36 Days Ago
merge from hackweek_parented_ddraw
36 Days Ago
Fix UI map zooming in forever
36 Days Ago
more compile fixes
36 Days Ago
merge from editor_playmode_timing -> main
36 Days Ago
Print time taken to enter play mode in the editor (so we know what iteration speed is)
36 Days Ago
game_room_dlc -> main
36 Days Ago
Cleanup spline movement a bit
36 Days Ago
Pooltable: - Groundwatch fixes - Various layer/setup fixes - Rotation fixes
36 Days Ago
masterkey prefab set up WIP -viewmodel with animator -worldmodel prefab setup - placeholder icon - entity setup - item setup (using keycard) - 3p override controller - placeholder viewmodel anims
36 Days Ago
build compile fix
36 Days Ago
Hackable crates correctly saveload their state (timer progress, whether its been looted, etc.) Some cleanup on the script
36 Days Ago
Pooltable: - Remade all colliders as primitives - Better deploy and prevent build volumes
36 Days Ago
Creating avatar for keys rig
36 Days Ago
Adding keys world model rig
36 Days Ago
New events to cover basic clan usage and to reduce allocations in apartment events.
36 Days Ago
merge from main
36 Days Ago
fixed hardcoded data bounds in admin view
36 Days Ago
merge from cui_updates
36 Days Ago
Fix pooltabel groundwatch not working
36 Days Ago
Merge from main
36 Days Ago
Fixed escape opening the menu when having the pie menu open Added UIEscapeCapture which now cleanly handles escape closing events for the pie menu in instances where the pie remains open after releasing keys (eg. when using `input.radial_menu_mode 1`)
36 Days Ago
merge from console_optims
36 Days Ago
Fixed pasting a large string in the console input field being slow ConsoleTMPInputField handles pasting itself by processing everything in one go
36 Days Ago
merge from main
36 Days Ago
Added `espcanvas.nameplateautosize_falloff` (defaults to 50)
36 Days Ago
merge from bootstrap_optims
36 Days Ago
Fixed skin viewer trying to load prefabs from the prefab asset scene when its not loaded yet Added a safeguard in GUIDToObject, any request from a non loaded asset scene won't cache the null miss
36 Days Ago
Update: rewrite ToStreamForNetwork to be thread safe - EntityMemoryStreamPool is now a concurrent queue Now, theoretically, we just throw it at threads and drink champagne Tests: craggy, built a base and checked decay timer
36 Days Ago
Descent save fix
36 Days Ago
Update: initialize every SaveInfo with ThreadSafeTime.TakeSnapshot - also removed some jobs 2 code I missed previously Tests: on craggy rode a horse, built a base, checked decay timer was updating as I added/removed resources
36 Days Ago
Deploy animation added to pool set
36 Days Ago
updated sculpting menu items
36 Days Ago
merge from main
36 Days Ago
merge from main
36 Days Ago
Bugfix: avoid multiple BuildingPrivilege.CalculateProtectedMinutes calls in a frame for 1 entity Atomic latch wasn't correctly checking if it was updating from an old value only, so we could CompareExchange(1,1,1) and pass Tests: none
36 Days Ago
merge from menuwarmup_editor_optims
36 Days Ago
assign new pedestal for gui