135,893 Commits over 4,293 Days - 1.32cph!

4 Minutes Ago
Merge from main
7 Minutes Ago
Merge from naval_update
7 Minutes Ago
Merge from main
11 Minutes Ago
Enlarge props_culled_base culling bounds on Y axis on all three oil rig feet, fixes junkpiles getting culled while players were standing on them (as they were just outside of the bounds) S2P all floating cities
36 Minutes Ago
Merge: from serverprofiler_codeapi - New: immediate mode profiling API for capturing specific regions of code. servervars to control it in "profile" group - Unit tests covering all new logic Tests: compile test + ran unit tests
51 Minutes Ago
Merge: from main
53 Minutes Ago
Update: update ServerProfiler.Core bins to Release - built on 2a311df Tests: ran all server profiler unit tests
1 Hour Ago
Update: add profile.ImmediateModeEnabled feature flag - codegen + unit test Turns off all managed-side logic for new API Tests: ran unit tests
1 Hour Ago
Update: introduce export interval (profile.ExportIntervalS, defaults to 30m) + ability to reset the interval (profile.ResetExportInterval) - codegen and extra unit tests Tests: unit tests
2 Hours Ago
Bugfix: ProfileExporter.JSON can now export 0-frame main thread profiles Test: ran previously failing unit tests, checked their exported files - all's gud
2 Hours Ago
Align terrain vertices with texel corner to match unity
2 Hours Ago
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Update: immediate mode API improvements - debug windows binary built from 2a311dfb - ScopeRecorder automatically exports to json and cleans up recorder state - added RecordScopeIfSlow(..., TimeSpan, ...) API, same as above except exports only if there was a delay - updated unit tests since some scenarios are now impossible Need to fix export next, wrap it with a couple server vars and update to release bins - then it's done Tests: ran most of the unit tests (stress tests skipped as they would overflow with export tasks)
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Merge from artist_pack_dlc
3 Hours Ago
Fix paintball impact effects being all fucked up
4 Hours Ago
Suppress PropRenderer warning in builds
4 Hours Ago
Update: ServerProfiler.Core - various improvements and fixes - debug windows binary from f50b4fc9 - change internal constants to be more sensible (assumed worker thread count 4 -> 32, max recorders 64 -> 16, max alloc 1GB -> 512MB) - bugfix for not cleaning up dead thread state when running immediate mode recording - MemoryPool no longer allocates from heap as a fallback when it's over capacity Think core lib is done enough for now, gonna move to finishing rust side Tests: ran unit tests
4 Hours Ago
Update: add TextContextExhaustionTest - reduce TestDeferCleanup internal loop count to 8 from 16 (as was still possible to starve the pool) Tests: ran unit tests, pass (got local unsubmitte fixes)
5 Hours Ago
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Update: add TestDeferCleanup test Works, but discovered that I forgot to clean up threads in ServerProfiler.Core, so I'm starving out the pool Tests: ran new test
6 Hours Ago
Ship mksheet.exe (for particle sprite sheets) saverestore uses ErrorNoHaltWithStack not Msg * Also fixed a Lua error due to missing ErrorNoHaltWithStack Merge Pull Requests * Apply name filter to post refresh server list updates * Fixed Lua errors when manually running internal concommands dupe/save_publish Fixed an exploit that allowed spamming player_pickup on the server * For now, we block any new pick up attempts if we have a prop already picked up. Replace barney's face on EP1 maps Dynamic resupply changes * Use GetMaxArmor instead of hardcoded 100 * Use "canon" values for max ammo of each ammo type (instead of 9999), so it spawns more useful ammo types instead of shotgun ammo all the time Fix Combine Soldiers using rifle walk/run anims with shotguns Disable more Low Violence code that checked the registry * It was already basically unused, so it won't confuse me in the future by being still compiled Add description and min/max to engine_no_focus_sleep
6 Hours Ago
merge from artist_pack_dlc
6 Hours Ago
syncvar partial fix on shutterframes
Today
Fix paintable reactive target colliders (ty aron)
Today
Update: minor changes - MakeScopeRecording -> RecordScope - fail starting to record if profiler isn't initialized Tests: unit tests
Today
Update: ServerProfiler.Core - MemoryReadings are now implemented via MemoryPool - debug windows bins from 47635f61 - ABI break for MemoryData Tests: unit tests + 10x of StressTestImmediateCaptureMT
Today
"Closing Soon" state for the indicator buoy.
Today
More monument blockers blockouts for idea testing
Today
Update: ServerProfiler.Core - use memory pooling - debug windows binary built from af80ca2c - this fixes/reduces occurance of the MT race - also reduces capture overhead (at least in debug, 2.2s -> 0.75ms) - added MPMCQueue license file Need to revive support for MemoryReadings, will do that next. Tests: unit tests + StressTestImmediateCaptureMT 10 times
Fix server/none compile errors
Today
update to bbq lods - includes the fork improved last lod - LOD2
- Setup paintball gun third person ammo effects - Modified paintballl gun world model ammo shader so it has a smoother transition between filled and empty - Fix overalls viewmodel arms colour being updated from other players
Today
Paintball Gun - added worldmodel outline to gun and ammo box, set up correct box for the ammo type
Today
Prevent ambient multipliers being applied twice
Today
Fix photoframes not censoring properly
Empty scene and monument folder
Today
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Skin pass for minigun back pack
Today
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Easel extends preventbuilding collider when painting is socketed, to prevent double placements
Today
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Only reset the render queue in RustStandardShaderGUI when the blend mode is set, as if you wanted a custom render queue value, it would reset each time any shader property was changed
Today
Paintball decal color tweaks.
Today
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updated boat building collision mesh: - separated umbrella from main station - umbrella has a separate OPEN and CLOSED collision mesh
Today
cowbell setup updates