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139,936 Commits over 4,505 Days - 1.29cph!

42 Days Ago
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
42 Days Ago
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
42 Days Ago
dartboard - updated icon (made icon a bit brighter) - updated prefab
42 Days Ago
Bugfix: avoid resolving transformHandle on an optional BatteringRam.doorPhysicsHinge Checked other cases I've modified, rest are required Tests: none, trivial change
42 Days Ago
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
42 Days Ago
Bugfix: avoid NRE if bike doesn't have a sidecar Tests: spawned a motorbike
42 Days Ago
Merge from main
42 Days Ago
spawning baseplate properly in sculpt ui
42 Days Ago
Nest egg hat T1 workbench (To match wolf headdress as it has the same stats)
42 Days Ago
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
42 Days Ago
Boat vendor now sells an actual Kayak and Paddle, not a blueprint
42 Days Ago
adjusted msg length limit
42 Days Ago
Merge: from main
42 Days Ago
sanity limits on sculpt update rpc msg
42 Days Ago
Clean: add comments for new perf test Tests: none, trivial change
42 Days Ago
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
42 Days Ago
Update(tests): assign prefabIDs to entities created in TestServer Avoids tests derping out trying to save global managers/players Tests: SendEntityUpdates perf test passes
42 Days Ago
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)
42 Days Ago
Flare animator and animation updates
42 Days Ago
¬! Dummy commit
42 Days Ago
Field rename for the OnClanUpdate event
42 Days Ago
Wolf headdress (And lunar mask skins) require T1 workbench to craft
42 Days Ago
check for buffer failure in sculpture update
42 Days Ago
cleaned up semi-useless chunk prefab
42 Days Ago
merge from siegeweapon_firedamage
42 Days Ago
Protection tweaks
42 Days Ago
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
42 Days Ago
42 Days Ago
Merge from sign_build_fix
42 Days Ago
Remvoed standalone rentable shop sign prefabs, unused and throwing errors in builds due to incorrect DeferredMeshDecal setup
42 Days Ago
Merge from lootspawn_stack_fix
42 Days Ago
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
42 Days Ago
merge from codegen_timings -> main
42 Days Ago
Merge from bag_compass_marker
42 Days Ago
Icons
42 Days Ago
compile fix
42 Days Ago
merge demo2 to main
42 Days Ago
merge demoui 2 to main
42 Days Ago
Include the time taken for SyncVar weaving in the "SyncVar weaving Sucess" log message that already exists
42 Days Ago
Add Profiler.BeginSample() for code generator
42 Days Ago
Rename the convar for toggling the new ui to `demo.newui` off by default, saves.
42 Days Ago
merge from main
42 Days Ago
- 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..
42 Days Ago
update skin list
42 Days Ago
Merge from satellite_crash
42 Days Ago
merge from high_wall_upkeep -> main
42 Days Ago
Satellite FX progress
42 Days Ago
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
42 Days Ago
Added "repeatlast" console command, bind to a key and it repeats the last console command you manually used.
42 Days Ago
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)