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137,012 Commits over 4,474 Days - 1.28cph!

Yesterday
Update: move OrientableLight interpolation invoke from Save to rpc + ondeply Scheduling invokes won't be safe in MT Tests: none
2 Days Ago
game_room_dlc -> main
2 Days Ago
Fix hit animation not working
2 Days Ago
adding for Damian to check
2 Days Ago
Update: avoid transform call in TravellingVendor.Save when it's following a spline Tests: none
2 Days Ago
Supply signal animation updates
2 Days Ago
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
2 Days Ago
merge from cui_updates
2 Days Ago
merge from main
2 Days Ago
No longer create pie close action if there isn't a closing command
2 Days Ago
- 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
2 Days Ago
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
2 Days Ago
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
2 Days Ago
fix double free on pooled array in sculpting
2 Days Ago
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
2 Days Ago
merge from vehicle_emojis
2 Days Ago
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
2 Days Ago
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
2 Days Ago
Merge from main
2 Days Ago
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 >.>
2 Days Ago
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
2 Days Ago
Better snapping. Can also now snap placement of a new fence to a post of an existing fence. TryFindNearbySnapPost uses the grid too.
2 Days Ago
Folder setup and start of initial greyboxing for underground player basement blocks (WIP and continuing)
2 Days Ago
Merge from render_pipeline_testing
2 Days Ago
Added missing shader passes back to all main subshaders
2 Days Ago
Update: made MarketTerminal.Save MT friendly - get rid of TimeUntil aliases from Entity.proto - ran protobuf gen Doesn't need protocol update, as the underlying type/serialization doesn't change Tests: TestMTSave - all 636 tests pass, though gotta work on cleanup consistency
Rin
2 Days Ago
merge from Increase_spoiled_produce_stacksize
Rin
2 Days Ago
merge from SnowJacketBuff
2 Days Ago
Addding squirrel asset for test implementations. Added materials, textrures, prefabs, animations and models.
2 Days Ago
Merge from render_pipeline_testing
2 Days Ago
Added the shadow caster pass back to the cloth shaders
2 Days Ago
Update: WipeTimer now returns time rounded to a second No change for gameplay, but makes serialization tests consistent Tests: 20 runs of TestMTSave(WipeTimer), all pass
2 Days Ago
Update(tests): TestMTSave - move protobuf serialization to worker threads to catch more invalid API usages Revealed 2 failures Tests: ran all TestMTSave - MarketTerminal (TimeUnitl) and WipeTimer(missmatching stream) failed
2 Days Ago
Bugfix: avoid Time call in ChickenCoop.Save to make it MT friendly - added chicken as part of test setup to trigger this path Tests: TestMTSave pass
2 Days Ago
merge from main
2 Days Ago
Updating m92 viewmodel mesh
2 Days Ago
merge from snapping_bind
2 Days Ago
Also updated wire slack and snap attraction point game tip to use tokenized binds
2 Days Ago
Added support for tokenized phrase in settings tooltips, updated deployable snapping tooltip to use [+snapping]
2 Days Ago
Update: BasePlayer - don't mutate own model state on save We modify the copy as we send it, and the original value should be modified on every tick, so should be safe Tests: none, trivial change
2 Days Ago
Update: make ItemBlueprint.FindBlueprint MT friendly GetComponent is not thread safe, so caching item->blueprint pairs at init time Tests: setup TC, made sure it has right upkeep calculated
2 Days Ago
merge from snapping_bind
2 Days Ago
Added snapping to the keybinds menu
2 Days Ago
Added a dedicated realmed bind for snapping, used by the wire tool and deployable snapping Fixed autorun causing issues with wire tools
2 Days Ago
First pass on adding events to cover apartment and shop usage
2 Days Ago
merge from cui_updates
2 Days Ago
Fix for Tooltip references breaking on Jenkins builds
2 Days Ago
Fixed no domain reload editor topbar button disappearing constantly
2 Days Ago
merge from defaultbinds_fix
2 Days Ago
Fixed bind_default not being bind realms aware (fixes +prevskin and +nextskin not bound by default)