125,152 Commits over 4,171 Days - 1.25cph!

8 Days Ago
Fixed despawn rates for: M15 Pilot suit Abyss hazmat
8 Days Ago
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Rin
8 Days Ago
merge from main
9 Days Ago
merge from main
9 Days Ago
Patrol helicopter gibs
9 Days Ago
Fix scrap hei gibs read/write after they were reverted by a previous change
9 Days Ago
Apply 129057 on new branch
9 Days Ago
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9 Days Ago
merge from decor_lighting_dlc
10 Days Ago
Let's get ParrelSync to work with Rust: Symlink CFG Symlink Texture Bundles
10 Days Ago
Setup ParrelSync Lean up the implementation - remove a bunch of unneeded stuff
10 Days Ago
merge from deep_sea/islands
10 Days Ago
Code cleanup
10 Days Ago
Scene backup. Editor script fix.
10 Days Ago
Set ghost ship as deep sea global networked
10 Days Ago
merge from naval_update/deep_sea
10 Days Ago
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10 Days Ago
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11 Days Ago
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11 Days Ago
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11 Days Ago
beanbag chair destroy sound + sound tweaks table lamp deploy deploy sound tweak for a few other lights
11 Days Ago
Merge from baseplayer_serverupdateparallel - Optim: reduce GC allocs by 60% when creating tasks for UsePlayerUpdateJobs 2 - Optim: skip occlusion queries for pairs of same players (affects all modes) Tests: 2p tests on Craggy + 2k procgen with UsePlayerUpdateJobs 0/1/2 (covered spawning, sleeping, killing and occlusion kicking in)
11 Days Ago
Merge: from main
11 Days Ago
Optim: skip running server occlusion between a pair of same players Saves us a bunch of extra dictionary entries, running extra occlusion jobs Tests: 2p sessions with UsePlayerUpdateJobs 0/1/2 on Craggy (with reconnects, kills, occlusion culling)
11 Days Ago
Fix bug in new implementation of Parallel.Call that caused the terrain accordion incident
11 Days Ago
Subtract 127690 - get rid of the custom Parallel class
11 Days Ago
Replaced the sphere colliders in the Comfortsource on the bear rug with a single box collider, so you dont lose comfort stood in the middle if the rug is on the ceiling
11 Days Ago
Enable VRAD stats without verbose Correct kill credit for striderbuster strider kills Fixed certain gibs (manhacks, scanners) never fading out Add description to g_ragdoll_maxcount Fixed Strider still shooting you with ignoreplayers/disable AI Enforce a fade time on gibs that never despawn (strider gibs) FIxed Helicopter gibs never despawning * Big ones have 2 minute lifespan * Smaller ones have 1-5 second, as intended by source code
11 Days Ago
Bugfix: UsePlayerUpdateJobs 2 - skip trying to run occlusion checks between 2 same players A little slapdash, but it fixes editor-only CLIENT+SERVER bug of sometimes failing to notify player that they're awake. I'll exclude it from all modes next CL. Tests: loaded into 2k procgen world with UsePlayerUpdateJobs 2 set from the start 3 tmes - all times no weird zombie state
11 Days Ago
Make mixing table overflow items drop from the player's eye level to improve visibility.
11 Days Ago
merge improve_mixingtable_drop_visibility to main
11 Days Ago
Add playermodel LOD override for Mannequin
11 Days Ago
Optim: UsePlayerUpdateJobs 2 - reduce GC allocations around creating tasks Surprisingly, this was a struggle to test. Suspicious about a potential bug in unrelated part of UsePlayerUpdateJobs 1/2. Tests: 2p on Craggy and 2k Procgen map with UsePlayerUpdateJobs 2
11 Days Ago
merge from deep_sea/networking -> deep_sea
11 Days Ago
merge fix_torch_underwater to main
11 Days Ago
Fix being able to swing a torch underwater to keep it lit. Add a transition from attack_lit -> extinguish.
11 Days Ago
PT Updates
11 Days Ago
proxy street lights added to docks, static buoys
11 Days Ago
merge fix_worldsize_skipdomainreload to main
11 Days Ago
Fix skip domain reload breaking world size in procedural maps.
11 Days Ago
Adding FPBuild flags for MacOS build in Jenkinsfile
11 Days Ago
fix_tree_marker_color_ui
11 Days Ago
Fix tree marker color selector
11 Days Ago
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11 Days Ago
Update: Unit tests that experiment with reducing allocation overhead of tasks Got the following reductions in the unit test: Garbage size: 1.1KB -> 0.3KB Alloc Calls: 11 -> 5 The remaining ones seem impossible to remove while still using System.Threading.Task. Tests: ran the new unit tests
11 Days Ago
label_fix_2 -> main
11 Days Ago
Compile fix
11 Days Ago
Set sleeping bag team member names to null even if they fails (so they dont retain old data) should someone start a group and leave it Dont do team member updates, instead just update any players bags who joins or leaves a team Ensure all other team members bags are updated when any player joins or leaves, so that joining or leaving player loses their bag data
11 Days Ago
Ensure for connection is valid before trying to save