137,311 Commits over 4,324 Days - 1.32cph!

2 Months Ago
Flame turrets do not send their aim dir to all clients every 0.1s anymore, otations are predicted on the client The cpu savings are minimal, but that saves us some useless RPCs sent to all players in network range every 0.1s
2 Months Ago
Bugfix: Add missing Native collection disposal in GamePhysics Audited all of GamePhysics, looks to be the only cases that slipped in Tests: unit tests + built a boat with tickmode 1
2 Months Ago
Optim: use persistent buffers for TriggerParent::RunCustomJobsQueue - codegen Tests: with tickmode 1 - built a boat, jumped on-off
2 Months Ago
merge from naval_update
2 Months Ago
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2 Months Ago
exported latest paintaball gun vm anims
2 Months Ago
merge from naval_update
2 Months Ago
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2 Months Ago
merge from fix_containerioentity_item_syncing -> main
2 Months Ago
Fixed ContainerIOEntities not syncing inventories with item when picked up
2 Months Ago
Clean: rip out tickmode 1 and 2, rename Jobs mode as tickmode 1 - codegen Out of all versions it's fastest, so only going to continue with it vs baseline 0 Tests: compiles
2 Months Ago
Reintroduced inventory.quickcraftdelay This prevents you from spam clicking a quick craft button if the menu has recently refreshed, preventing misclicks. Added a menu item, so its adjustable not just with a convar
2 Months Ago
Merge: from main
2 Months Ago
main -> quick_craft_improvements
2 Months Ago
Flame turret code cleanup
2 Months Ago
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2 Months Ago
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2 Months Ago
merge from linerenderer_lod_fix
2 Months Ago
Fixed RendererLOD not working with line renderers, HasValidMesh was returning false all the time Fixes invisible string lights wires
2 Months Ago
changes on salvaged axe deploy sound
2 Months Ago
Only use the nearest planeFitPoint to the shore when determining if beached or not
2 Months Ago
CurrentThrust uses the Anchored bool not list traversal of anchors
2 Months Ago
setup paintball viewmodel prefab with skinning mesh render on meshes and culling set to always animate
2 Months Ago
merge from spacestation_storepages (new space station building skin video to store ui prefabs)
2 Months Ago
updated space station building skin video added to store prefabs
2 Months Ago
Do the same for the death screen, button is hidden when deep sea is closed Always show the buttons if we are in the deep sea, even if closed
2 Months Ago
Only show the deep sea toggle map button if the deep sea is open
2 Months Ago
merge from naval_update
2 Months Ago
Fixed PatrolHelicopter.UpdateEffects NRE when entering/leaving deep sea with patrol heli active
2 Months Ago
The "Follow player" map button now automatically switches to the correct view (deepsea/mainland)
2 Months Ago
Merge: from triggerparentdelayedexit_optim - Bugfix: properly cleanup TriggerParent and TriggerParentDelayedExit to avoid invalid invokes running Tests: built & finished a boat, jumped around while moving, put it into edit, finished, jumped around - no errors, no extra invokes
2 Months Ago
Bugfix: properly clean-up TriggerParent and TriggerParentDelayedExit when it gets disabled Reimplements intents of `139965`. Tests: built & finished a boat, jumped around while moving, put it into edit, finished, jumped around - no errors, no extra invokes
2 Months Ago
Merge: from triggerparentdelayedexit_optim - Bugfix: mitigate double trigger exit call on TriggerParent - Bugfix: TriggerParentDelayedExit leaving invalid invokes when editing already existing boat Tests: built a boat, spawned a player on it, edited - no more errors, no extra invokes running
2 Months Ago
Undo of Undo: 139927 (merge: from triggerparentdelayedexit_optim) Will apply the fixes on top with merge
2 Months Ago
Bugfix: TriggerParentDelayedExit - skip entity-delay logic when trigger gets disabled This left invalid invokes running when editing existing player boat, inflating the perf cost Tests: edited existing boat, checked profiler - saw no perf samples gor persistent queue
2 Months Ago
(WIP) Large refactor: Make BaseEntity responsible for calling StartMotion / StopMotion with (potentially) a single array of numbers to mitigate spikes when large entities set into motion.
2 Months Ago
Bugfix: early out when double-remove happens Not sure why yet, but saw the same with double-add before, so going to replicate. Also noticed that we can be tracked, but have null-entitycontents, which leads to wasted Invokes, adding overhead - checking Tests: built boat, spawned npc, went to edit mode - no more errors
2 Months Ago
Fixed slim gap in half wall hard side
2 Months Ago
Added brutalist skin roof top line mesh and conditional prefabs
2 Months Ago
merge from naval_update
2 Months Ago
Flagged steering wheel lock model and effects as dynamic
2 Months Ago
Merge from naval_update
2 Months Ago
Make cooking tests editor only for now
2 Months Ago
Merge from naval_update
2 Months Ago
Industrial NRE checks
2 Months Ago
Update tests to better reflect new update flow
2 Months Ago
Cache HasAttachedStorageAdaptor Don't mark items as dirty every update, only when they pass a 5s increment Eliminates most of the MarkDirty calls and brings the 1000 oven test case under the 0.25ms budget some of the time
2 Months Ago
Split Autoturret into multiple work queues: Ammo, Scan, Tick Keep Aiming/Rotating code in the 66hz loop Move TargetAquisition/Thinking/Firing to a 10hz work queue scheduling loop Around a 0.3ms in improvement (in spikes) on idle with 500 turrets.
2 Months Ago
Convert ovens to a persistent work queue, budgeted to 0.25ms by default In the 1000 oven test case this caps out at processing around 40-50 ovens a frame
2 Months Ago
Added quick add paths for creating byproducts (charcoal) and cooking results (cooked meat or frags, sulphur, etc) This skips creating a new item and triggering the MoveToContainer process if there is already a stack of that item that we can stack onto Reorder ConsumeFuel so that the fuel item is only marked dirty once (was happening twice) Takes the worst case oven cycle for 1000 ovens creating a new item in the same frame from 270kb alloc and 18.3ms to 0b alloc and 4.62ms