139,073 Commits over 4,474 Days - 1.30cph!

6 Days Ago
Update: Jobs 4 - intercept exceptions from SendAsSnapshot/ShouldNetworkTo and log once per task - Also if ToStream threw, don't save the resulting buffer as a network cache, as that would poison everything Instead of bubling them all up to the top like usual, handle locally by just skipping sending the data, and report error once to avoid filling console Tests: booted into craggy with CCTV fix reverted, no more spam
6 Days Ago
Fix newly updated art highlighting a bug where remains take damage and get instantly destroyed on impact.
6 Days Ago
Optim: Implement parallel serialization in Jobs 4 mode - fix CCTV_RC doing GetComponentInParent on an MT path, cache on init - add server.ParallelNetworkQueueBatchSize, controls how many players end up being batched in a task. Higher number - less tasks Offloading ShouldNetworkTo, serialization and sending all to worker threads. Main thread steals last task to run on main thread before spinning for other task completion. Tests: booted craggy, gathered resources, build a base, rode ahorse, shot a gun, drove a car, heli, zipline, built a boat, used codelock
6 Days Ago
merge from automated_testing
6 Days Ago
Jukebox collider convex + RW Bar stools disable researchable Dartboard assign place effect manifest + testlist
6 Days Ago
merge from main -> high_wall_upkeep
6 Days Ago
merge from reduce_server_startup_yields -> main
6 Days Ago
merge from main
6 Days Ago
Manually update the "reduce_editor_startup_yields" branch - old branch adam made to skip 10x 100ms delays in server startup in the editor - I think it might need a WaitForFixedUpdate() but not 100ms waits - only affects editor: doesn't change standalone builds
6 Days Ago
Switch to AddField for impacted IDs with OnClanUpdate
7 Days Ago
Updated eye position for bar stool mounts
7 Days Ago
Added Disable Analytics Upload editor prefs Saves a second when exiting playmode
7 Days Ago
Swapped a UnloadUnusedAssets in WorldSetup to ConVar.GC.unload, so it respects the Disable Unloading Assets editor pref Was taking around 600ms when entering playground
7 Days Ago
merge from hackweek_parented_ddraw
7 Days Ago
Fix UI map zooming in forever
7 Days Ago
more compile fixes
7 Days Ago
merge from editor_playmode_timing -> main
7 Days Ago
Print time taken to enter play mode in the editor (so we know what iteration speed is)
7 Days Ago
game_room_dlc -> main
7 Days Ago
Cleanup spline movement a bit
7 Days Ago
Pooltable: - Groundwatch fixes - Various layer/setup fixes - Rotation fixes
7 Days Ago
masterkey prefab set up WIP -viewmodel with animator -worldmodel prefab setup - placeholder icon - entity setup - item setup (using keycard) - 3p override controller - placeholder viewmodel anims
7 Days Ago
build compile fix
7 Days Ago
Hackable crates correctly saveload their state (timer progress, whether its been looted, etc.) Some cleanup on the script
7 Days Ago
Pooltable: - Remade all colliders as primitives - Better deploy and prevent build volumes
7 Days Ago
Creating avatar for keys rig
7 Days Ago
Adding keys world model rig
7 Days Ago
New events to cover basic clan usage and to reduce allocations in apartment events.
7 Days Ago
merge from main
7 Days Ago
fixed hardcoded data bounds in admin view
7 Days Ago
merge from cui_updates
7 Days Ago
Fix pooltabel groundwatch not working
7 Days Ago
Merge from main
7 Days Ago
Fixed escape opening the menu when having the pie menu open Added UIEscapeCapture which now cleanly handles escape closing events for the pie menu in instances where the pie remains open after releasing keys (eg. when using `input.radial_menu_mode 1`)
7 Days Ago
merge from console_optims
7 Days Ago
Fixed pasting a large string in the console input field being slow ConsoleTMPInputField handles pasting itself by processing everything in one go
7 Days Ago
merge from main
7 Days Ago
Added `espcanvas.nameplateautosize_falloff` (defaults to 50)
7 Days Ago
merge from bootstrap_optims
7 Days Ago
Fixed skin viewer trying to load prefabs from the prefab asset scene when its not loaded yet Added a safeguard in GUIDToObject, any request from a non loaded asset scene won't cache the null miss
7 Days Ago
Update: rewrite ToStreamForNetwork to be thread safe - EntityMemoryStreamPool is now a concurrent queue Now, theoretically, we just throw it at threads and drink champagne Tests: craggy, built a base and checked decay timer
7 Days Ago
Descent save fix
7 Days Ago
Update: initialize every SaveInfo with ThreadSafeTime.TakeSnapshot - also removed some jobs 2 code I missed previously Tests: on craggy rode a horse, built a base, checked decay timer was updating as I added/removed resources
7 Days Ago
Deploy animation added to pool set
7 Days Ago
updated sculpting menu items
7 Days Ago
merge from main
7 Days Ago
merge from main
7 Days Ago
Bugfix: avoid multiple BuildingPrivilege.CalculateProtectedMinutes calls in a frame for 1 entity Atomic latch wasn't correctly checking if it was updating from an old value only, so we could CompareExchange(1,1,1) and pass Tests: none
7 Days Ago
merge from menuwarmup_editor_optims
7 Days Ago
assign new pedestal for gui