138,776 Commits over 4,474 Days - 1.29cph!

2 Days Ago
fix gas station maintainables being able to picked up
2 Days Ago
merge from PlayerMaintainedMonuments
2 Days Ago
merge from main -> high_wall_upkeep
2 Days Ago
Add upkeep component to the legacy & ice high walls
2 Days Ago
merge from water_treatment_plant_maintainables
2 Days Ago
fixed water pipe spawning absolutely everywhere improved water pipe terrain meshing fixed water effects playing at all times added convar for testing water pipes "watertreatmentswitchbroadcast.senddebugbroadcast <bool>" manifest
2 Days Ago
Move the upkeep multiplier selector (building percentage vs high wall convar) upwards into BuildingPrivlidge.Upkeep.cs - fixes deltaTime being overwritten by the convar instead of swapping the convar <-> "20% upkeep" shown in TC
2 Days Ago
merge from hasunlocked_optims
2 Days Ago
PlayerBlueprints.HasUnlocked optims: we now cache owned workshop skin items, avoiding full steam definition scans during UI refresh and craft validation, save 1s on LocalPlayer.HasUnlocked when entering playmode Also saves time in client and server call when validating craft and unlocking
2 Days Ago
merge from iteration_optims
2 Days Ago
Snake mask -> Snake Mask
2 Days Ago
Set up all of the lunar new year animal masks as skins of the wolf headdress, so you can reskin between them
2 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
2 Days Ago
Fix newly updated art highlighting a bug where remains take damage and get instantly destroyed on impact.
2 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
2 Days Ago
merge from automated_testing
2 Days Ago
Jukebox collider convex + RW Bar stools disable researchable Dartboard assign place effect manifest + testlist
2 Days Ago
merge from main -> high_wall_upkeep
2 Days Ago
merge from reduce_server_startup_yields -> main
2 Days Ago
merge from main
2 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
2 Days Ago
Switch to AddField for impacted IDs with OnClanUpdate
2 Days Ago
Updated eye position for bar stool mounts
2 Days Ago
Added Disable Analytics Upload editor prefs Saves a second when exiting playmode
2 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
2 Days Ago
merge from hackweek_parented_ddraw
2 Days Ago
Fix UI map zooming in forever
2 Days Ago
more compile fixes
2 Days Ago
merge from editor_playmode_timing -> main
2 Days Ago
Print time taken to enter play mode in the editor (so we know what iteration speed is)
2 Days Ago
game_room_dlc -> main
2 Days Ago
Cleanup spline movement a bit
2 Days Ago
Pooltable: - Groundwatch fixes - Various layer/setup fixes - Rotation fixes
2 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
2 Days Ago
build compile fix
2 Days Ago
Hackable crates correctly saveload their state (timer progress, whether its been looted, etc.) Some cleanup on the script
2 Days Ago
Pooltable: - Remade all colliders as primitives - Better deploy and prevent build volumes
2 Days Ago
Creating avatar for keys rig
2 Days Ago
Adding keys world model rig
2 Days Ago
New events to cover basic clan usage and to reduce allocations in apartment events.
2 Days Ago
merge from main
2 Days Ago
fixed hardcoded data bounds in admin view
2 Days Ago
merge from cui_updates
2 Days Ago
Fix pooltabel groundwatch not working
2 Days Ago
Merge from main
2 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`)
2 Days Ago
merge from console_optims
2 Days Ago
Fixed pasting a large string in the console input field being slow ConsoleTMPInputField handles pasting itself by processing everything in one go
2 Days Ago
merge from main
2 Days Ago
Added `espcanvas.nameplateautosize_falloff` (defaults to 50)