130,192 Commits over 4,201 Days - 1.29cph!

60 Days Ago
Setup ParrelSync Lean up the implementation - remove a bunch of unneeded stuff
2 Months Ago
merge from deep_sea/islands
2 Months Ago
Code cleanup
2 Months Ago
Scene backup. Editor script fix.
2 Months Ago
Set ghost ship as deep sea global networked
2 Months Ago
merge from naval_update/deep_sea
2 Months Ago
▆▉▉▍▊ ▊▍█▊ ▉▄▌▅▌▍▍▅▇▉▅_▌▊▊▉▆▆▄▉_▄▅▇
2 Months Ago
▊▆▌▋▅ ▋█▍▉▅ ▇▄█ ▇▆▇▋▋▉▋▋▇▉ ▅▅ ▉▅▍▋ ▇▄▇▉▌▆▅ (▇▇ █▇█▋▊ ▌▇▊ ▇▆▄▇▉▇ ▆▇▄)
2 Months Ago
▆█▍█▅ ▆▉▍▄ ▋▉█▊▍▆▌▇▇▍▄▄_█▅▅▆▋▍▉_▆▆▊
2 Months Ago
▋▅▆▆ ▊█▄█▍.█▌▋▄▇▉▆▌▊▍▊▍ ▆▍▌▅▄▅▍ ▍█▆▌▄▇ ▍▆▍▄
2 Months Ago
beanbag chair destroy sound + sound tweaks table lamp deploy deploy sound tweak for a few other lights
2 Months Ago
Merge from baseplayer_serverupdateparallel - Optim: reduce GC allocs by 60% when creating tasks for UsePlayerUpdateJobs 2 - Optim: skip occlusion queries for pairs of same players (affects all modes) Tests: 2p tests on Craggy + 2k procgen with UsePlayerUpdateJobs 0/1/2 (covered spawning, sleeping, killing and occlusion kicking in)
2 Months Ago
Merge: from main
2 Months Ago
Optim: skip running server occlusion between a pair of same players Saves us a bunch of extra dictionary entries, running extra occlusion jobs Tests: 2p sessions with UsePlayerUpdateJobs 0/1/2 on Craggy (with reconnects, kills, occlusion culling)
2 Months Ago
Fix bug in new implementation of Parallel.Call that caused the terrain accordion incident
2 Months Ago
Subtract 127690 - get rid of the custom Parallel class
2 Months Ago
Replaced the sphere colliders in the Comfortsource on the bear rug with a single box collider, so you dont lose comfort stood in the middle if the rug is on the ceiling
2 Months Ago
Enable VRAD stats without verbose Correct kill credit for striderbuster strider kills Fixed certain gibs (manhacks, scanners) never fading out Add description to g_ragdoll_maxcount Fixed Strider still shooting you with ignoreplayers/disable AI Enforce a fade time on gibs that never despawn (strider gibs) FIxed Helicopter gibs never despawning * Big ones have 2 minute lifespan * Smaller ones have 1-5 second, as intended by source code
2 Months Ago
Bugfix: UsePlayerUpdateJobs 2 - skip trying to run occlusion checks between 2 same players A little slapdash, but it fixes editor-only CLIENT+SERVER bug of sometimes failing to notify player that they're awake. I'll exclude it from all modes next CL. Tests: loaded into 2k procgen world with UsePlayerUpdateJobs 2 set from the start 3 tmes - all times no weird zombie state
2 Months Ago
Make mixing table overflow items drop from the player's eye level to improve visibility.
2 Months Ago
merge improve_mixingtable_drop_visibility to main
2 Months Ago
Add playermodel LOD override for Mannequin
2 Months Ago
Optim: UsePlayerUpdateJobs 2 - reduce GC allocations around creating tasks Surprisingly, this was a struggle to test. Suspicious about a potential bug in unrelated part of UsePlayerUpdateJobs 1/2. Tests: 2p on Craggy and 2k Procgen map with UsePlayerUpdateJobs 2
2 Months Ago
merge from deep_sea/networking -> deep_sea
2 Months Ago
merge fix_torch_underwater to main
2 Months Ago
Fix being able to swing a torch underwater to keep it lit. Add a transition from attack_lit -> extinguish.
2 Months Ago
PT Updates
2 Months Ago
proxy street lights added to docks, static buoys
2 Months Ago
merge fix_worldsize_skipdomainreload to main
2 Months Ago
Fix skip domain reload breaking world size in procedural maps.
2 Months Ago
Adding FPBuild flags for MacOS build in Jenkinsfile
2 Months Ago
fix_tree_marker_color_ui
2 Months Ago
Fix tree marker color selector
2 Months Ago
▉▄▉▊▊ ▇▅▌▄ ▍▄▉▊▆_▌▌▌█_▅▊_▌▊
2 Months Ago
Update: Unit tests that experiment with reducing allocation overhead of tasks Got the following reductions in the unit test: Garbage size: 1.1KB -> 0.3KB Alloc Calls: 11 -> 5 The remaining ones seem impossible to remove while still using System.Threading.Task. Tests: ran the new unit tests
2 Months Ago
label_fix_2 -> main
2 Months Ago
Compile fix
2 Months Ago
Set sleeping bag team member names to null even if they fails (so they dont retain old data) should someone start a group and leave it Dont do team member updates, instead just update any players bags who joins or leaves a team Ensure all other team members bags are updated when any player joins or leaves, so that joining or leaving player loses their bag data
2 Months Ago
Ensure for connection is valid before trying to save
2 Months Ago
wrapped baker in our own component and added IPrefabPreProcess validation and component stripping - exposed ValidateColliders in inspector
2 Months Ago
floating walkways set dressing WIP
2 Months Ago
merge from ceilinglight_fix
2 Months Ago
▉▆█▋▇ ▆▌▇▆▉ ▄▉▌▇▋█▅▆█▋ ▋▍ ▌ ▍▌▇ ▋█▄▍
2 Months Ago
Tweaked the ceiling light joint and rb, takes less time to stop swinging
2 Months Ago
Make sure to reset ceiling light joints after a entering network range
2 Months Ago
mannequin updates - updated all poses to have same hip height, widened stance - tweaked spawn point to remove floating feet - renamed altPose to idlePose
2 Months Ago
added inspector buttons
2 Months Ago
Phrase contexts