reporust_rebootcancel

138,774 Commits over 4,505 Days - 1.28cph!

Today
Merge from vm_hand_spawn Only active on building_planner for testing, other vm's are unchanged
Today
Tests improvements, some fixes
Today
Merge from main
Yesterday
Compile fix
Yesterday
Merge: from mt_snapshot_saving - Bugfix for thread race in Jobs 4 mode when saving BasePlayer Tests: booted craggyisland_missions, completed a mission
Yesterday
Bugfix: avoid a thread race on PlayerState MRU dictionary when saving BasePlayer - use readonly access in Save that doesn't update MRU - push to cache on player connect Tests: ran CraggyIsland_missions, completed a mission - saw states change in UI
Yesterday
Update: avoid calling db queries when saving BasePlayer.PersistentPlayerInfo - instead resolved on player join It should be safe according to docs(mt calls are serialized), but this way is just simpler. Tests: booted into craggy
Yesterday
Update: implement UnsafeScriptingAcccess.SwitchToMultithreading awaitable Works with ConVar.Unsafe.UseMultithreadedScripting to either keep task on main thread of offload it to thread pool Tests: TLSTest script, with covnar being in both states after system runs
Yesterday
Merge: from main
Yesterday
Compile fix
Yesterday
add a way to pin/favorite commands
Yesterday
merge from sail_optim
Yesterday
merge from clan_misc
Yesterday
merge from masterkey
Yesterday
merge from powerplant_wire_fix
Yesterday
merge from shadow_caching_nvg_bug_fix
Yesterday
merge from fix_gasstation_bettercarloot
Yesterday
merge from nvg_trophy_fix
Yesterday
merge from satcom_monumentinfo_removal
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
Merge from nexus_fixes
Yesterday
Codegen
Yesterday
add a scene icon next to commands that open scenes
Yesterday
move command palette to the tools dropdown
Yesterday
Merge from main
Yesterday
Wrap nexus clan backend calls in try catches so the RPCs report errors back to the client instead of timing out waiting for a response
Yesterday
Improved position checks when ejecting things off the ferry so they shouldn't clip into things or be on top of other things Depends on entity bounds which should be correct (hopefully always)
Yesterday
After grab all the changes to building blocks to define faces, edges, etc
Yesterday
Grab reserialized building block prefabs first
Yesterday
Cherrypick the semi-converted version of full base heating from previous hackweeks - full base heating was supposed to be the prototype of serversided base culling but we doing it in reverse now
Yesterday
merge from chineselantern_pickup_fix
Yesterday
Fix a barrel spawn clipping inside the recycler in harbor 1, S2P
Yesterday
Unlocked garage doors no longer require build priv to pick up (consistent with all other doors)
Yesterday
Fix clipping vehicle parts crate on junkpile i
Yesterday
Fix a floating piece of paper in ghostship d
Yesterday
Chinese lanterns and jackolanterns can now be picked up with fuel inside, like regular lantern
2 Days Ago
Clean: do TLS search after assemblies loaded, not after domain reload - add comments - add temp scene and TLS test script (will remove later) Tests: ran temp scene
2 Days Ago
Update: rewrite UnsafeScriptingAccess to search for TLS slot dynamically - ran codegen Weirdly SwitchToMultithreading doesn't work, might be my UniTask todo Tests: on windows, using local scripts was able to get and read transform pos
2 Days Ago
Drain pass optimisation, evaluators now set what kind of update (input, state or persistent state) can set the drain as dirty
2 Days Ago
Ferry reliability improvements: * Prefer online, not full zones on its schedule * Retire ferries if they have no valid server to go to anymore * Ferries now lock in their destination when stopping at the ferry terminal dock so they can't switch mid-trip * Fixed a few bugs with the ferry terminal's ETA signs * Fixed the server spawning missing ferries without making sure that the area is clear first (they spawn at the dock!)
2 Days Ago
Merge: from main
2 Days Ago
Merge: from unitask_threadpoolawaitable_fix - Bugfix for deadlocking when frequently moving tasks to thread pool Tests: ran unit test - passes
2 Days Ago
Bugfix: fix races in parameter caches when slamming SwitchToThreadPool - UniTask synced up to commit c995d2b Tests: ran SwitchToThreadPool test - now passes
2 Days Ago
New(tests): add TaskTests.SwitchToThreadPool that reproduces deadlock reported by community Tests: gets stuck as expected when PooledRunners are active
2 Days Ago
Boat sail optimization, LOD2 and LOD3 now switch to newly baked static meshes (with lowered/raised variants) instead of the skinned mesh renderers, so they can be batched Replaced animator string usage
2 Days Ago
Fixed material not being applied in 3rd person Fixed honey bandage position not being the same as the regular bandage in 3rd person
2 Days Ago
Cleanup wolf foundation jump test
2 Days Ago
Merge from main
2 Days Ago
Fixed save load path registeringcomponents twice
2 Days Ago
Add test for wolf leap on foundation, not cleaned up yet