reporust_rebootcancel

137,075 Commits over 4,474 Days - 1.28cph!

Yesterday
Fix for very long strings moving alongside the caret when moving it to the left, making it seem like the characters are being erased Only drag the string along if the caret is reaching the left or right edges of the console window
Yesterday
Merge from analytics_apartment_events
Yesterday
merge from main
Yesterday
merge from game_room_dlc
Yesterday
Merge: from mt_snapshot_saving - Bugfix for ExactArrayPool not being thread-safe Tests: TestMTSave
Yesterday
Bugfix: rewrite ExactArrayPool to be a ConcurrentDictionary Was not MT safe for Jobs 4 parallel serialization as it could lazy initialize Tests: TestMTSave
Yesterday
merge from water_treatment_plant_maintainables
Yesterday
add grass displacement to pipes
Yesterday
merge from water_treatment_plant_maintainables
Yesterday
Update(tests): make SendEntityUpdates perf test spawn as many recievers as threads available Allows to fully saturate the CPU in a test, giving a bit fairer comparison between Jobs 3 and 4 Tests: ran new test
Yesterday
merge from ragdoll_selfcollision_fix
Yesterday
re-enabled ragdoll<->ragdoll collision
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
Merge: from mt_snapshot_saving - Optim: in UsePlayerUpdateJobs 4 entitiy saving for network is done in parallel. Use server.ParallelNetworkQueueBatchSize to tweak number of tasks Tests: 2k procgen, built a base and a boat, rode vehicle, heli, zipline, boat, horse, fly across the world. ran all TestMTSave unit tests
Yesterday
merge from demo_browser_search
Yesterday
Clean: fixed whitespacing Tests: none, trivial change
Yesterday
Added a search bar to the demo browser window
Yesterday
Merge: from main
Yesterday
merge from siegeweapon_firedamage
Yesterday
Buildfix: add missing server guard Tests: compile sim
Yesterday
Compile fix
Yesterday
Different approach so it doesnt impact incendiary ammo damage on vehicles: - FireBall can only damage vehicles of type BaseSiegeWeapon - Revert the vehicles heat protection changes
Yesterday
Update: add an default TransformHandle check to TransformEx.Unsafe.ExtractTranformAccess Better we lose a smidge of perf than have a native crash Tests: ran all TestMTSave
Yesterday
Update: add GetPosMT and GetRotMT to TransformEx - bugfix Elevator Save accessing transform chcked internals, should be safe Tests: fly across all of 2.5k procgen, no errors triggered
Yesterday
dartboard - updated icon (made icon a bit brighter) - updated prefab
Yesterday
Bugfix: avoid resolving transformHandle on an optional BatteringRam.doorPhysicsHinge Checked other cases I've modified, rest are required Tests: none, trivial change
Yesterday
Bugfix: resolve game controlelr at init of BaseCardGameEntity - use cached controller instead of trying to lazy create it in Save Avoids invoking non MT-safe APIs in save Tests: visited bandit camp on procgen, no errors. Ran TestMTSave tests
Yesterday
Bugfix: avoid NRE if bike doesn't have a sidecar Tests: spawned a motorbike
Yesterday
Merge from main
Yesterday
spawning baseplate properly in sculpt ui
bot
Yesterday
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Yesterday
Nest egg hat T1 workbench (To match wolf headdress as it has the same stats)
Yesterday
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
Yesterday
Boat vendor now sells an actual Kayak and Paddle, not a blueprint
Yesterday
adjusted msg length limit
Yesterday
Merge: from main
Yesterday
sanity limits on sculpt update rpc msg
Yesterday
Clean: add comments for new perf test Tests: none, trivial change
Yesterday
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
Yesterday
Update(tests): assign prefabIDs to entities created in TestServer Avoids tests derping out trying to save global managers/players Tests: SendEntityUpdates perf test passes
Yesterday
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)
Yesterday
Flare animator and animation updates
Yesterday
¬! Dummy commit
Yesterday
Field rename for the OnClanUpdate event
Yesterday
Wolf headdress (And lunar mask skins) require T1 workbench to craft
Yesterday
check for buffer failure in sculpture update
Yesterday
cleaned up semi-useless chunk prefab
Yesterday
merge from siegeweapon_firedamage
Yesterday
Protection tweaks