143,696 Commits over 4,413 Days - 1.36cph!
Added vehicle damage to the fragmentation mortar shell (50 to match the F1 grenade)
Merge from workbench_upgrades
Reinforced upgrade can now specify health bonus values per workbench level/type. Set initial values to maintain existing health boosts (effectively 150% of bench health)
Salvaged Cleaver audio tweaks
Improved HUD contrast.
Removed the old disabled UI from the prefab.
exported edited 3p zipline anims
Fix existing sell order NRE
Fixing stray verts skinning for garage door
Removed editor code that's no longer needed
first pass on leaderboard, still WIP
Improve mortar deployment around players
Initial commit
Basic setup and boilerplate stuff to turn on powerplant using new fuse like item, feeds power into a global powergrid which can be plugged into at IO access points. ✨𝘴𝘶𝘣𝘫𝘦𝘤𝘵 𝘵𝘰 𝘤𝘩𝘢𝘯𝘨𝘦™✨
tick rate and visual tweaks
Tiny tweak on the monitor display to make it reflect better.
Ensure binoculars are hidden when relogging in
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Military vendor animation content
Updating skinning for female skin
more set dressing progress in streets
Updated directional floorpaper textures, updated icons and relinked them, added descriptions
Bandit gear skinning update
Use in environment check on the binoculars to correctly set day/night mode better than just day/night time
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Flipped hte UI numbers to align with the min max flip.
Removed debug gizmos from impacts.
Minor polish.
Update: use volatile int instead of Volatile.Read(ref long), as the latter is an expensive CAS
Existing code was using non-volatile read of long, but I don't think it's safe
Tests: ran perf tests
setup w_bowless_crossbow anim controller with multiple deploys for loaded and unloaded states
Bugfix: fix extreme spillage in high-contention perf test
Turns out I needed to do an extra spin, whoops
Tests: ran unit and perf tests
server_browser_update_2 -> main
- Hide distance behind a popup
- Country select window changes
- Minor cleanup all around
Update(tests): add 4, 8, 16, 32 task scenarios (previously was just 32) for pool perf tests
Tests: ran perf tests
Update(tests): expand AllocDeallocMTShortLived to optionally simulate busywork
We're never going to be just slamming the pool(or if we do - we shouldn't as that's overhead). This makes the test closer to real world.
Tests: ran perf test
main -> server_browser_update_2
Fixed a shadow caching OOB exception when there are no lights in the scene
Clean(tests): consolidate pool create-spilled code into Utils.MeasureAndPrint
Tests: ran perf tests
Fixed horse spamming CLIENT_HorseUpdate rpc to every clients in range constantly
It was supposed to run only when necessary
Update: fuzzy version of pool with CircularBuffer
Fastest so far, but has a tendency to spill/allocate in during very high contention
AllocDeallocST - Avg: 0.63ms, Created: 0 Spilled: 0
AllocDeallocMTShortLived - Avg: 2.79ms, Created: 144(0.45%) Spilled: 169(0.53%)
AllocDeallocMTLongLived - Avg: 2.94ms, Created: 0 Spilled: 0
AllocDeallocMPSC - Avg: 3.26ms, Created: 0 Spilled: 0
Tests: ran unit and perf tests