138,774 Commits over 4,474 Days - 1.29cph!

Yesterday
merge from main -> high_wall_upkeep
Yesterday
Add upkeep component to the legacy & ice high walls
Yesterday
merge from water_treatment_plant_maintainables
Yesterday
fixed water pipe spawning absolutely everywhere improved water pipe terrain meshing fixed water effects playing at all times added convar for testing water pipes "watertreatmentswitchbroadcast.senddebugbroadcast <bool>" manifest
Yesterday
Move the upkeep multiplier selector (building percentage vs high wall convar) upwards into BuildingPrivlidge.Upkeep.cs - fixes deltaTime being overwritten by the convar instead of swapping the convar <-> "20% upkeep" shown in TC
Yesterday
merge from hasunlocked_optims
Yesterday
PlayerBlueprints.HasUnlocked optims: we now cache owned workshop skin items, avoiding full steam definition scans during UI refresh and craft validation, save 1s on LocalPlayer.HasUnlocked when entering playmode Also saves time in client and server call when validating craft and unlocking
Yesterday
merge from iteration_optims
Yesterday
Snake mask -> Snake Mask
Yesterday
Set up all of the lunar new year animal masks as skins of the wolf headdress, so you can reskin between them
Yesterday
Update: Jobs 4 - intercept exceptions from SendAsSnapshot/ShouldNetworkTo and log once per task - Also if ToStream threw, don't save the resulting buffer as a network cache, as that would poison everything Instead of bubling them all up to the top like usual, handle locally by just skipping sending the data, and report error once to avoid filling console Tests: booted into craggy with CCTV fix reverted, no more spam
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
2 Days Ago
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
2 Days Ago
build compile fix
2 Days Ago
Hackable crates correctly saveload their state (timer progress, whether its been looted, etc.) Some cleanup on the script
2 Days Ago
Pooltable: - Remade all colliders as primitives - Better deploy and prevent build volumes
2 Days Ago
Creating avatar for keys rig
2 Days Ago
Adding keys world model rig
2 Days Ago
New events to cover basic clan usage and to reduce allocations in apartment events.
2 Days Ago
merge from main
2 Days Ago
fixed hardcoded data bounds in admin view
2 Days Ago
merge from cui_updates
2 Days Ago
Fix pooltabel groundwatch not working
2 Days Ago
Merge from main
2 Days Ago
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`)
2 Days Ago
merge from console_optims
2 Days Ago
Fixed pasting a large string in the console input field being slow ConsoleTMPInputField handles pasting itself by processing everything in one go
2 Days Ago
merge from main
2 Days Ago
Added `espcanvas.nameplateautosize_falloff` (defaults to 50)
2 Days Ago
merge from bootstrap_optims
2 Days Ago
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