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127,739 Commits over 4,201 Days - 1.27cph!

2 Months Ago
Update: demote PositionChanges from being a global cache Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
2 Months Ago
Keep instancing disabled by default
2 Months Ago
Strip debug code out into separate files
2 Months Ago
Remove old unused arrays
2 Months Ago
Merge: from occlusion_rework - Fix for occlusion queries not being commutative - Reenable occlusion frame cache and expand it's use to full frame - Server occlusion deduplicates queries - minor API restructure (might affect mods)
2 Months Ago
Optim: ServerUpdateParallel - update player subscription groups just before we run sever occlusion update This ensures that server occlusion frame cache is built from up-to-date occluders, and allows to save on more occlusion checks downstream in ConnectedPlayersUpdate Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
2 Months Ago
Remove old unused job code
2 Months Ago
- Properly support material property blocks (for real this time) - Disregard LOD minimum distance for the 0th LOD entry to prevent objects hiding from getting too close to them. - Fix ConVars - Various cleanups
2 Months Ago
More progress on bunker outside blockout WIP
2 Months Ago
Clean: split up FinalizeTickParallel monstrosity This is end of prep to rearrange systems for better occlusion cache reuse Tests: 2p session on craggy with UsePlayerUpdateJobs 1 and 2
2 Months Ago
Merged engine.json and phrases.json into a single file
2 Months Ago
Phrase update only look for code declared phrases Added "Update Phrases Usage", which is basically the old update scanning the whole project, collecting everything and saving where phrases are used
2 Months Ago
Created prefabs and icons for charity plushies 2 and 3. Updated charity plushie 02 mesh. Created icon for charity plushie 01
2 Months Ago
Added zombie model along with the anims
2 Months Ago
Update: add native list expand to GatherPlayersToUpdate No effect in current case, but can prevent surprise exceptions in the future if reused Tests: none, trivial change
2 Months Ago
Clean: minor refactor of ServerUpdatePlayerTick Getting ready to shuffle system steps around, to re-expand occlusion cache and potentially reduce network traffic Tests: none, trivial changes
2 Months Ago
Bugfix: avoid stale occlusion results for new occludeeds Didn't realize UpdateSubscriptions modifies occludees - this returns a bunch of overhead. Will try to fix next. Tests: none, trivial change
2 Months Ago
Optim: deduplicate occlusion queries Saves 15-50% in 1k baseplayer pairs parallel occlusion perf tests. Tests: occlusion unit tests
2 Months Ago
Chandelier - adjusted alpha cutoff value for bike chain materials
Rin
2 Months Ago
merge from main
2 Months Ago
more_browser_fixes -> main
2 Months Ago
Fix bug showing 'prioritise premium' as being off even though it was on
2 Months Ago
merge from tmp_error_fix
2 Months Ago
Compile fix
2 Months Ago
merge from tmp_error_fix
2 Months Ago
FillCharacterVertexBuffers error fix attempt, backported from a never TMP version
2 Months Ago
Set 'ShowEmpty' to false by default Update tab boxes on open
2 Months Ago
Crappy visualization method of connected links so I can make a video of it working
2 Months Ago
Handle case of one face connecting to two other faces with the same angle by choosing the face that is closer - bottom face of wall connecting to top + bottom faces of a wall via the side socket - fixes so bottom <-> bottom and top <-> top since they are closer
2 Months Ago
Fix dot product of normals missing `Mathf.Abs()` causing it not to catch special case of 180 degrees
2 Months Ago
Temp fix for TextTable Pooling error NRE so I can use breakpoints
2 Months Ago
Commit bunch of stuff - setup faces & edges when setting up entity links (edges are essentially groups of entity links) - add 'printfaces' command to debug what faces are closest and what edges are considered connected - after a "bit" of trial and error grab the old "CalculateAngle()" method from previous hackweek and rewrite it - be greedy and recalculate all closest faces whenever links change (instead of being smart with caching, it's a hackweek) - all that should be left is debugging why certain faces don't want to consider themselves connection candidates
2 Months Ago
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2 Months Ago
Improvised walkways more meshes
2 Months Ago
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2 Months Ago
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2 Months Ago
work around crash when undoing changes on Sky Dome when playing
2 Months Ago
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2 Months Ago
Clean: ServerOcclusionJobs.Algorithm uses int3 instead of SubGrid Simplifies the code a bit Tests: ran unit tests
2 Months Ago
Clean: get rid of non-burst CalculatePathBetweenGrids - Also removed obsolete tests We've been using burst version for a bit, and with current fixes it balooned to too many lines of code Tests: ran unit tests
2 Months Ago
Missile Tiki Torch - Added textures, updated model, added gibs, colliders, LODs, Icon, wind shader, sounds, tweaked lights and fire https://files.facepunch.com/mauroavalos/1b1311b1/13_15-17-UntimelyCuttlefish.mp4
2 Months Ago
Bug fixes following Phrase english field set to non serialized
2 Months Ago
saving bunker blockout wip
2 Months Ago
added model, materials and textures for charity plushie 2 and 3
2 Months Ago
Added custom wooden door for farm barge kiosk (mesh still WIP and not merged)
2 Months Ago
Bugfix: apply same neighbour occlusion fix to jobs Perf tests of 100k paths show degradation (serial +25%, parallel +52%), but perf tests for 10k baseplayer occlusion show negligeble impact (serial -9%, parallel +1%). Tests: occlusion unit tests pass
2 Months Ago
Bugfix: reimplement occlusion neighbour logic in non-burst flow - Added anothed optim todo now that we have axis-count-specific neighbour checks This partially fixes the failing test (it still fails since now it trips up in burst version) Tests: ran unit tests
2 Months Ago
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2 Months Ago
Update: Re-enable sorted pair occlusiuon visibility caching Tests: none, I know it's borked