138,763 Commits over 4,474 Days - 1.29cph!

Yesterday
Fix newly updated art highlighting a bug where remains take damage and get instantly destroyed on impact.
Yesterday
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
Yesterday
merge from automated_testing
Yesterday
Jukebox collider convex + RW Bar stools disable researchable Dartboard assign place effect manifest + testlist
Yesterday
merge from main -> high_wall_upkeep
Yesterday
merge from reduce_server_startup_yields -> main
Yesterday
merge from main
Yesterday
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
Yesterday
Switch to AddField for impacted IDs with OnClanUpdate
Yesterday
Updated eye position for bar stool mounts
Yesterday
Added Disable Analytics Upload editor prefs Saves a second when exiting playmode
Yesterday
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
Yesterday
merge from hackweek_parented_ddraw
Yesterday
Fix UI map zooming in forever
Yesterday
more compile fixes
Yesterday
merge from editor_playmode_timing -> main
Yesterday
Print time taken to enter play mode in the editor (so we know what iteration speed is)
Yesterday
game_room_dlc -> main
Yesterday
Cleanup spline movement a bit
Yesterday
Pooltable: - Groundwatch fixes - Various layer/setup fixes - Rotation fixes
Yesterday
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
Yesterday
build compile fix
Yesterday
Hackable crates correctly saveload their state (timer progress, whether its been looted, etc.) Some cleanup on the script
Yesterday
Pooltable: - Remade all colliders as primitives - Better deploy and prevent build volumes
Yesterday
Creating avatar for keys rig
Yesterday
Adding keys world model rig
Yesterday
New events to cover basic clan usage and to reduce allocations in apartment events.
Yesterday
merge from main
Yesterday
fixed hardcoded data bounds in admin view
Yesterday
merge from cui_updates
Yesterday
Fix pooltabel groundwatch not working
Yesterday
Merge from main
Yesterday
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`)
Yesterday
merge from console_optims
Yesterday
Fixed pasting a large string in the console input field being slow ConsoleTMPInputField handles pasting itself by processing everything in one go
Yesterday
merge from main
Yesterday
Added `espcanvas.nameplateautosize_falloff` (defaults to 50)
Yesterday
merge from bootstrap_optims
Yesterday
Fixed skin viewer trying to load prefabs from the prefab asset scene when its not loaded yet Added a safeguard in GUIDToObject, any request from a non loaded asset scene won't cache the null miss
Yesterday
Update: rewrite ToStreamForNetwork to be thread safe - EntityMemoryStreamPool is now a concurrent queue Now, theoretically, we just throw it at threads and drink champagne Tests: craggy, built a base and checked decay timer
Yesterday
Descent save fix
Yesterday
Update: initialize every SaveInfo with ThreadSafeTime.TakeSnapshot - also removed some jobs 2 code I missed previously Tests: on craggy rode a horse, built a base, checked decay timer was updating as I added/removed resources
Yesterday
Deploy animation added to pool set
Yesterday
updated sculpting menu items
Yesterday
merge from main
Yesterday
merge from main
Yesterday
Bugfix: avoid multiple BuildingPrivilege.CalculateProtectedMinutes calls in a frame for 1 entity Atomic latch wasn't correctly checking if it was updating from an old value only, so we could CompareExchange(1,1,1) and pass Tests: none
Yesterday
merge from menuwarmup_editor_optims
Yesterday
assign new pedestal for gui
Yesterday
Added PrefabInformation to Satellite.entity for death screen. Setup name, no icon to use yet.