138,619 Commits over 4,474 Days - 1.29cph!

Yesterday
Update: in UseParallelSaves mode, Ragdol component samples transform handles Tests: on playground enabled Jobs 4 and ragdolled a bunch of times
Yesterday
improved sculpting ux massively, keeps collider as-is during carve (only updating visuals) so that carving depth doesn't feed into itself or need messy plane logic
Yesterday
Merge from playermaintainedmonuments
Yesterday
Update: use handles to get pitch and yaw rotations for AttackHelicopterTurret in UseParallelSaves mode - amended test to cover turret saving path Tests: TestMTSave pass
Yesterday
Fix scientists not spawning in deep sea
Yesterday
Workbench recycle bin upgrade is now interactable and gets its own 16 slot storage. Reycle upgrade automatically puts all returned ingredients into the recycle bin storage. Bin storage is take-only - can't put anything in or add to existing stacks manually.
Yesterday
Merge from render_pipeline_testing
Yesterday
Fixed the normal maps not being present on the deploy meshes
Yesterday
thickened up X sprays and set O sprays to white
Yesterday
Update: move OrientableLight interpolation invoke from Save to rpc + ondeply Scheduling invokes won't be safe in MT Tests: none
Yesterday
game_room_dlc -> main
Yesterday
Fix hit animation not working
Yesterday
adding for Damian to check
Yesterday
Update: avoid transform call in TravellingVendor.Save when it's following a spline Tests: none
Yesterday
Supply signal animation updates
Yesterday
Update: move Privelege caching from DisplayingBoxStorage.Save to OnPrivelegeUpdated We can't have it in Save as it is self-modifying and can call Vis.Entities - lets see how this holds Tests: none
Yesterday
merge from cui_updates
Yesterday
merge from main
Yesterday
No longer create pie close action if there isn't a closing command
Yesterday
- Added a fast path for root canvas toggling, that lets us toggle the main menu root canvas without triggering a lot of stuff on every graphic - Graphic::CacheCanvas walks up and stops at the first enabled canvas instead of doing a nasty GetComponentsInParent, saves ~560KB of GC per menu toggle - Each main menu page now has a canvas component too Toggling the menu: - ~134ms → ~45ms - GC ~600KB -> 24KB
Yesterday
Update: force TimeZone caching in WipeTimer.ServerInit While smashing TestMTSave(WipeTimer) I saw it NRE while resolving timezone. Couldn't repro again, but this should make it safe Tests: none, trivial change
Yesterday
Update: get rid of WipeTimer rounding to second, just pass DateTime from external source Old version would always have a sporadic fails when serialization test would run across second boundary, this way we can control it in tests Tests: a bunch of times for hacked version of TestMTSave(WipeTimer) that has 1k serialization tasks
Yesterday
fix double free on pooled array in sculpting
Yesterday
Pooltable: Show 'turn processing' if the balls are still moving. Have reset game as a second option Dont show reset game if players are mounted to the pool table
Yesterday
merge from vehicle_emojis
Yesterday
Improved emoji search in chat - Can search for items with their display name (had to guess their shortname before), works in different languages - Emoji autocomplete now also works with Contains instead of just StartsWith
Yesterday
Fix car and chassis vehicle items having whitespace in their shortname - its bad and breaks using them as emojis in chat Changing shortnames is cursed but these are only used for the f1 vehicle tab and I've applied the FreezeItemId tag so the id will stay the same
Yesterday
Merge from main
Yesterday
Update(tests): add various missing TestServer setup and unit testing bypass for entity logic Tests: ran all TestMTSave, no sporadic failures, except WipeTimer - guess my prev fix didn't work >.>
Yesterday
SoftMask optims: - Don't bother updating disabled soft masks from OnCanvasHierarchyChanged - NearestMask cache disabled masks, so we can skip the second walk SoftMask.OnCanvasHierarchyChanged 30ms -> 0.03ms when opening the main menu
Yesterday
Better snapping. Can also now snap placement of a new fence to a post of an existing fence. TryFindNearbySnapPost uses the grid too.
Yesterday
Folder setup and start of initial greyboxing for underground player basement blocks (WIP and continuing)
Yesterday
Merge from render_pipeline_testing
Yesterday
Added missing shader passes back to all main subshaders
Yesterday
Update: made MarketTerminal.Save MT friendly - get rid of TimeUntil aliases from Entity.proto - ran protobuf gen Doesn't need protocol update, as the underlying type/serialization doesn't change Tests: TestMTSave - all 636 tests pass, though gotta work on cleanup consistency
Rin
Yesterday
merge from Increase_spoiled_produce_stacksize
Rin
Yesterday
merge from SnowJacketBuff
Yesterday
Addding squirrel asset for test implementations. Added materials, textrures, prefabs, animations and models.
Yesterday
Merge from render_pipeline_testing
Yesterday
Added the shadow caster pass back to the cloth shaders
Yesterday
Update: WipeTimer now returns time rounded to a second No change for gameplay, but makes serialization tests consistent Tests: 20 runs of TestMTSave(WipeTimer), all pass
Yesterday
Update(tests): TestMTSave - move protobuf serialization to worker threads to catch more invalid API usages Revealed 2 failures Tests: ran all TestMTSave - MarketTerminal (TimeUnitl) and WipeTimer(missmatching stream) failed
Yesterday
Bugfix: avoid Time call in ChickenCoop.Save to make it MT friendly - added chicken as part of test setup to trigger this path Tests: TestMTSave pass
Yesterday
merge from main
Yesterday
Updating m92 viewmodel mesh
Yesterday
merge from snapping_bind
Yesterday
Also updated wire slack and snap attraction point game tip to use tokenized binds
Yesterday
Added support for tokenized phrase in settings tooltips, updated deployable snapping tooltip to use [+snapping]
Yesterday
Update: BasePlayer - don't mutate own model state on save We modify the copy as we send it, and the original value should be modified on every tick, so should be safe Tests: none, trivial change
Yesterday
Update: make ItemBlueprint.FindBlueprint MT friendly GetComponent is not thread safe, so caching item->blueprint pairs at init time Tests: setup TC, made sure it has right upkeep calculated