134,127 Commits over 4,293 Days - 1.30cph!
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
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)
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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
merge from artist_pack_dlc
syncvar partial fix on shutterframes
Fix paintable reactive target colliders (ty aron)
Update: minor changes
- MakeScopeRecording -> RecordScope
- fail starting to record if profiler isn't initialized
Tests: unit tests
Update: ServerProfiler.Core - MemoryReadings are now implemented via MemoryPool
- debug windows bins from 47635f61
- ABI break for MemoryData
Tests: unit tests + 10x of StressTestImmediateCaptureMT
"Closing Soon" state for the indicator buoy.
More monument blockers blockouts for idea testing
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
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
Paintball Gun - added worldmodel outline to gun and ammo box, set up correct box for the ammo type
Prevent ambient multipliers being applied twice
Fix photoframes not censoring properly
Empty scene and monument folder
Skin pass for minigun back pack
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Easel extends preventbuilding collider when painting is socketed, to prevent double placements
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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
Paintball decal color tweaks.
updated boat building collision mesh:
- separated umbrella from main station
- umbrella has a separate OPEN and CLOSED collision mesh
updates to drumkit.deployed for player & stick positioning
Update: ServerProfiler.Core - replaced my own MPSC queue with a third-party MPMC queue
- debug windows binary from 268ce0c3
Needed to add memory pooling, my own version couldn't handle non-integral types
Tests: unit tests
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Paintable reactive target head uses a new capsule collider instead of a box, for better orientation of FX.
Also uses Metal instead of MetalBell physics material. Fixes impacts.
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Log boat building events and requests. Gated behind BoatBuildingStation.LogBoatBuildingEvents convar.
reject player boat push from ladder
Fixes for getting the predicted post reload ammo count and paintball gun viewmodel
Merge from boat_optim_test/wip
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merge from better_steeringwheel_clipping
- compile fix
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merge from better_steeringwheel_clipping
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More monument blocker blockouts
merge from deepsea_heightmap_clearing_fix
clear deepsea heightmap data properly and centralized deepsea terrain data clearing in the manager
Updating knight armour skinning and burst cloth setup