reporust_rebootcancel

136,841 Commits over 4,474 Days - 1.27cph!

Today
Console: no more truncated combatlog, big perf improvements (only reparse changed rows, flex texts can use the measure fast path)
Today
Add UV1 channel to the 100x300 barrels blocker for use with a new beveled rubble detail normal, in order to reduce the low poly look on some rocks
Today
more basement player block blockouts
- play confetti effect on win
Today
merge from PlayerMaintainedMonuments
Today
merge from PlayerMaintainedMonuments
Today
merge from PlayerMaintainedMonuments
Today
Wood Panelling wallpaper - WIP textures and material
Today
Converted multi-compiles to shader-features where applicable in the cloth shaders
Today
merge from mainmenu_toggle_optims
Today
master key for apartments viewmodel and textures
Today
Bar Stool Wood - Updated model with backface on cloth, updated textures
Today
fix string alloc in VolumetricFogShadowPreProcessPass
Today
Applied the same system to the F1 menu - ~12ms -> ~4.20ms - GC ~115KB -> ~10KB
Today
Update: avoid Time calls in BasePlayer.GetUnderwearSkin - UnderweatManifest now initialized in ServerMgr.StartServer Tests: switched to jobs 4 and toggled underwear
Today
Add an assertion to catch rare error spam from WaterCamera
Today
merge from game_room_dlc -> main
Today
merge from dart_game
Today
switch left side of darts scoring to just show points earned in each round (doesnt accumulate on the left anymore)
Today
Satellite list serialization fixes
Today
Update: in UseParallelSaves mode, Ragdol component samples transform handles Tests: on playground enabled Jobs 4 and ragdolled a bunch of times
Today
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
Today
Merge from playermaintainedmonuments
Today
Update: use handles to get pitch and yaw rotations for AttackHelicopterTurret in UseParallelSaves mode - amended test to cover turret saving path Tests: TestMTSave pass
Today
Fix scientists not spawning in deep sea
Today
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.
Today
Merge from render_pipeline_testing
Today
Fixed the normal maps not being present on the deploy meshes
Today
thickened up X sprays and set O sprays to white
Today
Update: move OrientableLight interpolation invoke from Save to rpc + ondeply Scheduling invokes won't be safe in MT Tests: none
game_room_dlc -> main
Fix hit animation not working
Today
adding for Damian to check
Today
Update: avoid transform call in TravellingVendor.Save when it's following a spline Tests: none
Today
Supply signal animation updates
Today
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
Today
merge from cui_updates
Today
merge from main
Today
No longer create pie close action if there isn't a closing command
Today
- 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
Today
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
Today
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
Today
fix double free on pooled array in sculpting
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
Today
merge from vehicle_emojis
Today
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
Today
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
Today
Merge from main
Today
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 >.>
Today
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