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6,062 Commits over 1,614 Days - 0.16cph!

56 Days Ago
Reduce amount of network groups for rooms
57 Days Ago
Send network updates of room behind the door before the door's network update is sent
57 Days Ago
Fix lingering occlusion (wait 5s before hiding on client) not always working
58 Days Ago
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58 Days Ago
update base_occlusion/optimize_building_blocks
58 Days Ago
Update testlist
58 Days Ago
merge from main -> base_occlusion
58 Days Ago
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58 Days Ago
merge from fix_threaded_logs -> main
58 Days Ago
Update test list
58 Days Ago
merge from main -> fix_threaded_logs
58 Days Ago
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59 Days Ago
Tests to confirm it's fixed
59 Days Ago
Also capture exceptions thrown on worker threads inside tasks - been bitten by this before: not realizing exceptions are being thrown in async tasks
59 Days Ago
Fix log messages from other threads not showing up in the console / RCON due to not having a threaded log handler - buffer in queue, swallow on main thread and feed into normal logging callback
59 Days Ago
Update other conditional model code to take into account null slots in conditionals (since we cache the last state of each conditional instead of only storing the spawned conditionals)
59 Days Ago
Optimize conditional models to only refresh if they are changed - fixes condition models all being destroyed and recreated every single time the model state was changed instead of only creating and deleting the conditionals that needed to be
59 Days Ago
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59 Days Ago
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59 Days Ago
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59 Days Ago
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59 Days Ago
Don't hide rooms until they have been invisible for 5s+ (prevents room going invisible as the door is in it's closing animation + reduces churn from rooms being deleted and networked over and over
59 Days Ago
Move code around, don't unload filestorage since domain reload should handle it
59 Days Ago
merge from main -> base_occlusion
59 Days Ago
Codegen
59 Days Ago
Tests to confirm the interior walls are fixed
59 Days Ago
Fixes to make edge case of interior walls not be hidden
59 Days Ago
Add command to export a building into a format that tests can use (so we aren't spawning the giant base every single time)
59 Days Ago
Add more tests
59 Days Ago
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59 Days Ago
Switch to using EnterPlayMode + DomainReload so the normal shutdown has a chance to run
59 Days Ago
Fix sqlite database being locked in the editor (requiring you to restart editor every time it happens) - force close all open sqlite databases when exiting playmode
60 Days Ago
merge from main -> base_occlusion
60 Days Ago
Network group implementation
60 Days Ago
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60 Days Ago
Compile fix
2 Months Ago
After grab all the changes to building blocks to define faces, edges, etc
2 Months Ago
Grab reserialized building block prefabs first
2 Months Ago
Cherrypick the semi-converted version of full base heating from previous hackweeks - full base heating was supposed to be the prototype of serversided base culling but we doing it in reverse now
2 Months Ago
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2 Months Ago
Fix the 3p animation of the master key being slightly out of sync with the 1p animation when looking at your shadow
2 Months Ago
merge from masterkey -> main
2 Months Ago
Change back to needing to look at the lock with the center of your screen instead of the key model itself as it's too confusing
2 Months Ago
Move "loading saves" from GameSetup -> EditorPref - fixes having to re-save the scene or juggle the file in PlasticSCM every time someone else has saves enabled/disabled or has set a custom save file to load - stores in EditorPrefs per-scene - follows existing behavior: defaults to false unless enabled in the scene - adds toolbar button similar to the "Skip Domain Reload" button
2 Months Ago
Fix alt looking while breaking in sometimes cancelling the break-in progress bar
2 Months Ago
Allow player to alt look around while unlocking the door
2 Months Ago
Another fix for keys being held up to unoccupied doors Fix changed serialized field name losing reference in master key prefab
2 Months Ago
Switch from signal triggering 3p key animation to flag based approach
2 Months Ago
merge from fix_json_registration -> main
2 Months Ago
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