136,010 Commits over 4,293 Days - 1.32cph!

Today
removed another deeper nested duped IsValid check on the entity
pt_boat_turret_seat_angle_fix -> main
Today
remove duplicated unity-null check in StorageFuelSystem, replaced with IsRealNull usage as GetFuelContainer ensures entityref returns a valid result or true null
Compile fix
Today
merge from artist_pack_dlc 141826
Today
switched GetWaterSurface for GetWaterLevel in BaseBoat correction forces
Today
Fixed large ligth up frame and small and large ornate frames not deployable on some wall grades
Today
removed ClampThrustForcesToPlane option that we never used, removed some pointless plane usage
Yesterday
Updating skinning for grass underwear
Yesterday
Paintball Gun - added paintball ammo icon
Yesterday
Prevented NaN propagation within shadow sampling, as there was a case where the perspective divide would divide by zero
Yesterday
BBQ - updated rigged file with latest mesh, updated prefab
Yesterday
Merging from main to verify pipeline results
Yesterday
artistcanvas paintable source is now lod0 instead of parentgroup so not all lods are displaying in the paintscene
Yesterday
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Yesterday
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Yesterday
Fix crash from unclamped indices when batch fetching flow directions.
Yesterday
Merge from main
Yesterday
Merge from naval_update
Yesterday
Merge from main
Yesterday
Enlarge props_culled_base culling bounds on Y axis on all three oil rig feet, fixes junkpiles getting culled while players were standing on them (as they were just outside of the bounds) S2P all floating cities
Yesterday
Merge: from serverprofiler_codeapi - New: immediate mode profiling API for capturing specific regions of code. servervars to control it in "profile" group - Unit tests covering all new logic Tests: compile test + ran unit tests
Yesterday
Merge: from main
Yesterday
Update: update ServerProfiler.Core bins to Release - built on 2a311df Tests: ran all server profiler unit tests
Yesterday
Update: add profile.ImmediateModeEnabled feature flag - codegen + unit test Turns off all managed-side logic for new API Tests: ran unit tests
Yesterday
Update: introduce export interval (profile.ExportIntervalS, defaults to 30m) + ability to reset the interval (profile.ResetExportInterval) - codegen and extra unit tests Tests: unit tests
Yesterday
Bugfix: ProfileExporter.JSON can now export 0-frame main thread profiles Test: ran previously failing unit tests, checked their exported files - all's gud
Yesterday
Align terrain vertices with texel corner to match unity
Yesterday
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Yesterday
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Yesterday
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Yesterday
Update: immediate mode API improvements - debug windows binary built from 2a311dfb - ScopeRecorder automatically exports to json and cleans up recorder state - added RecordScopeIfSlow(..., TimeSpan, ...) API, same as above except exports only if there was a delay - updated unit tests since some scenarios are now impossible Need to fix export next, wrap it with a couple server vars and update to release bins - then it's done Tests: ran most of the unit tests (stress tests skipped as they would overflow with export tasks)
Yesterday
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Yesterday
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Yesterday
Merge from artist_pack_dlc
Yesterday
Fix paintball impact effects being all fucked up
Yesterday
Suppress PropRenderer warning in builds
Yesterday
Update: ServerProfiler.Core - various improvements and fixes - debug windows binary from f50b4fc9 - change internal constants to be more sensible (assumed worker thread count 4 -> 32, max recorders 64 -> 16, max alloc 1GB -> 512MB) - bugfix for not cleaning up dead thread state when running immediate mode recording - MemoryPool no longer allocates from heap as a fallback when it's over capacity Think core lib is done enough for now, gonna move to finishing rust side Tests: ran unit tests
Yesterday
Update: add TextContextExhaustionTest - reduce TestDeferCleanup internal loop count to 8 from 16 (as was still possible to starve the pool) Tests: ran unit tests, pass (got local unsubmitte fixes)
Yesterday
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Yesterday
Update: add TestDeferCleanup test Works, but discovered that I forgot to clean up threads in ServerProfiler.Core, so I'm starving out the pool Tests: ran new test
Yesterday
Ship mksheet.exe (for particle sprite sheets) saverestore uses ErrorNoHaltWithStack not Msg * Also fixed a Lua error due to missing ErrorNoHaltWithStack Merge Pull Requests * Apply name filter to post refresh server list updates * Fixed Lua errors when manually running internal concommands dupe/save_publish Fixed an exploit that allowed spamming player_pickup on the server * For now, we block any new pick up attempts if we have a prop already picked up. Replace barney's face on EP1 maps Dynamic resupply changes * Use GetMaxArmor instead of hardcoded 100 * Use "canon" values for max ammo of each ammo type (instead of 9999), so it spawns more useful ammo types instead of shotgun ammo all the time Fix Combine Soldiers using rifle walk/run anims with shotguns Disable more Low Violence code that checked the registry * It was already basically unused, so it won't confuse me in the future by being still compiled Add description and min/max to engine_no_focus_sleep
Yesterday
merge from artist_pack_dlc
Yesterday
syncvar partial fix on shutterframes
Yesterday
Fix paintable reactive target colliders (ty aron)
Yesterday
Update: minor changes - MakeScopeRecording -> RecordScope - fail starting to record if profiler isn't initialized Tests: unit tests
Yesterday
Update: ServerProfiler.Core - MemoryReadings are now implemented via MemoryPool - debug windows bins from 47635f61 - ABI break for MemoryData Tests: unit tests + 10x of StressTestImmediateCaptureMT
Yesterday
"Closing Soon" state for the indicator buoy.
Yesterday
More monument blockers blockouts for idea testing
Yesterday
Update: ServerProfiler.Core - use memory pooling - debug windows binary built from af80ca2c - this fixes/reduces occurance of the MT race - also reduces capture overhead (at least in debug, 2.2s -> 0.75ms) - added MPMCQueue license file Need to revive support for MemoryReadings, will do that next. Tests: unit tests + StressTestImmediateCaptureMT 10 times