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137,043 Commits over 4,474 Days - 1.28cph!

Today
Nest egg hat T1 workbench (To match wolf headdress as it has the same stats)
Today
Update(tests): TestServer now also creates a dummy BiomeMap Not sure why pre-merge TestMTSave(GrowableEntity) didn't trip over, but sorted now Tests: all TestMTSave
Today
Boat vendor now sells an actual Kayak and Paddle, not a blueprint
Today
adjusted msg length limit
Today
Merge: from main
Today
sanity limits on sculpt update rpc msg
Today
Clean: add comments for new perf test Tests: none, trivial change
Today
New(tests): SendEntityUpdates perf test, creates a bunch(100, 1000, 10000) of players that get sent to 10 players Runs Jobs 3(parallelize dependency chains) vs Jobs 4(parallelize queues) serialization modes and whether to use network cache. Doesn't create any entity hierarchy (best case for Jobs 3). With network cache, Jobs 4 beats by ~2x (10k: 16ms vs 9ms), without cache Jobs 4 scales much better, up to 3x faster (10k: 62ms vs 14ms). Tests: ran SendEntityUpdates
Today
Update(tests): assign prefabIDs to entities created in TestServer Avoids tests derping out trying to save global managers/players Tests: SendEntityUpdates perf test passes
Today
Bugfix: fix double-free on a pooled buffer This was causing a buffer to be shared between 2 tasks when it was fetched from the pool, leading to chaos Tests: ran SendEntityUpdates perf test (gonna submit in a bit)
Today
Flare animator and animation updates
Today
¬! Dummy commit
Field rename for the OnClanUpdate event
Today
Wolf headdress (And lunar mask skins) require T1 workbench to craft
Today
check for buffer failure in sculpture update
Today
cleaned up semi-useless chunk prefab
Today
merge from siegeweapon_firedamage
Today
Protection tweaks
Today
Made siege weapon vulnerable to fire (as intended initially) - Added vehicle world layer to all fireball prefabs - Set heat protection to 1 for all vehicles except siege weapons
Today
Today
Merge from sign_build_fix
Today
Remvoed standalone rentable shop sign prefabs, unused and throwing errors in builds due to incorrect DeferredMeshDecal setup
Today
Merge from lootspawn_stack_fix
Today
LootSpawn can no longer create item stacks in loot containers that are greater than the max stackable amount of an item Will now split the item into multiple stacks if needed
Today
merge from codegen_timings -> main
Today
Merge from bag_compass_marker
Today
Icons
Today
compile fix
Today
merge demoui 2 to main
Today
Include the time taken for SyncVar weaving in the "SyncVar weaving Sucess" log message that already exists
Today
Add Profiler.BeginSample() for code generator
Today
Rename the convar for toggling the new ui to `demo.newui` off by default, saves.
Today
merge from main
Today
- Fix not being able to duplicate scenes with puppets in it. - Add countdown to shot director - Show a preview of the dolly cam's current position in dolly edit mode - Snap current time to a keyframe's time when editing a dolly node - Add dof.debug to the demo options panel - Fix color grading sliders - Add a way to change the seed of any puppet. - Show demo filename instead of just the name in the UI..
Today
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Today
update skin list
Today
Merge from satellite_crash
Today
merge from high_wall_upkeep -> main
Today
Satellite FX progress
Today
Fix high walls that are connected to a building block without a TC not updating when the building block is destroyed - update during decay if the TC is destroyed or doesn't match their existing building - this could have happened with other deployables like shotgun traps but didn't really because it was only 1.5m range, not 16m range
Today
Added "repeatlast" console command, bind to a key and it repeats the last console command you manually used.
Today
Add "drawnearbybuildings <duration> <radius>" to show what building decay entities belong to Add "forcedecaytick" to force every decay entity on the server to run it's decay tick (to see if walls will reconnect to a building when decay is ran)
Today
Add ability to manually run decay ticks and bypass the "once per 10m limit"
Today
Replaced text ztest tracing to use lineOfSight checking instead (less restrictive)
Today
Better crate scattering rules.
Today
Make nest hat a wolf headdress skin too
Today
merge from airfield_maintainable_features (has S2P for airfield, gas station, and wtp)
Today
fix Gas Station, Airfield, and WTP maintainables to use generator.noreset.static prefab S2P for all 3 manifest for generator.noreset.static prefab
Today
merge from iteration_optims
Today
Fixed crashing when using `ddraw.use_instancing_for_text 1`