193,444 Commits over 4,079 Days - 1.98cph!

3 Days Ago
Ensure child classes of SyncVar are picked up in SyncVar Codegen Initial profiling pass. Virtually no memory overhead for send/receive, and very little for the queue (pooled)
3 Days Ago
Fix non packed syncvars attempting to use the cheap int ids used with regular packed sync vars (will try and incorporate this before release)
3 Days Ago
Locally cache a reference to queue sending action for each entity that needs it - use that for invoke repeating and cancel invoke
3 Days Ago
Cleanup start/stop queue methods Return hashset to the pool on stop
3 Days Ago
Vehicle fuel systems now trigger an immediate fuel check when fuel is added or removed Fixes 1-2s delay on vehicles becoming usable after inserting fuel, should now be processed immediately
3 Days Ago
Conditional sync vars now force sending. We use force here due to memory. onditionals could be added to the queue for specific values, and then by the time the queue processes it the value may have changed. Invoking force prevents us from having to maintain a dictionary of values for every entity
3 Days Ago
Server -> Client Syncvars properly syncing up via a fixed repeating queue Cancel repeating invoke on entity destroy Bitmask setup as a uint - 32 sync vars max per class
3 Days Ago
Remove graphics.viewModelCamera convar, will be forced to true Left all code in place in case we need to roll it back
4 Days Ago
Progress on weather fog levels.
4 Days Ago
nil is a valid NW type
4 Days Ago
add way to override weather profile with live editing support
4 Days Ago
Move FogMultiplier to WeatherPreset
4 Days Ago
Can press R to rotate floor and ceiling paper before placement New deploy guide mesh
4 Days Ago
Disable OOB checks for Vectors/Angles they use more complex networking, not flat floats
4 Days Ago
Throw a non halting Lua error when giving invalid types to SetNWVar Throw a non halting Lua error when trying to read net msg past the end Throw a non halting Lua error when hitting Lua file limit So it appears in the problems menu, so the player can know that there is a problem and what it is. Fixed leading spaces in console command not adding to the history
4 Days Ago
merge from main - RC
4 Days Ago
merge from coco_protection
4 Days Ago
Wall window
4 Days Ago
Doorway
4 Days Ago
Fix croc not being able to attack dpv, boogie board, kayak and rowboats
4 Days Ago
Fix croc trying to attack cars and shelters with no success
4 Days Ago
Floor. Additional placeholder building station prefab.
4 Days Ago
Fixed stray coco knight head and glove protections
4 Days Ago
merge from main
4 Days Ago
fix for camera offset when deploying jungle ak viewmodel
4 Days Ago
Fixed train tunnel above ground / below ground rail connections not spawning due to the recent environment volume tweaks
4 Days Ago
Low wall, low barrier
4 Days Ago
Bugfix: fix missing callstacks - Updated binary that contains the fix internally to 6440ec7 (still hardcoded to always capture callstacks) - was due to ABI missmatch - Updated continuous profiler unit test to check for AllocsWithStack and a bit of the data set - Partially updated ProfileExporter, and definitelly borked ProfilerBinViewer Got updated overhead numbers - always capturing a callstack leads to 9micros per allocation cost(even though inflated due to tests adding 38 calls per alloc). Tests: unit tests + perf test
4 Days Ago
Remove corner pieces
4 Days Ago
Allow chatting while using a computer station Fix chat immediately reopening sometimes (when in the computer station?) Remove some allocations related to closing the chat input and input within dialogs
4 Days Ago
Triangle hull and wall test pieces.
4 Days Ago
Added wallpaper to all foundation and floor prefabs
4 Days Ago
Fix a server crash that wasn't merged properly from x86-64 CC/Tonemap system handles marked for deletion entities
4 Days Ago
CC/Tonemap system handles marked for deletion entities
4 Days Ago
Merge from main
4 Days Ago
Update: initial stack gathering support for allocs in Continuous mode - using release libs based on d48bcf49, with hardcoded stack gathering for now Somehow it's 15% faster than mono_get_last_method, which doesn't make sense - need to update the exporter to figure out what's being generated. Tests: none Profiling shows
4 Days Ago
Fixed bullet blood not playing on awake. Fixed its missing material Made warmup counts consistent between blood impact types. (35 for bullet, 5 for melee)
4 Days Ago
▋▌▄▍▊▋▇▄▆_▆▇▉_▇▋▆▋▊▆▌_▄▇▇▉█▅▄▋▅ -> ▇▋▉▍
4 Days Ago
▆▅▋▅▅▊▋▉ ▇▉▅▇▄▆▍▇▄▍▌, ██ ▉▊▋▆▋▉▋ ▊▉▍▆▆█
4 Days Ago
Subtractive merge (120559 & 120558)
4 Days Ago
replaced the vine mesh with an updated version on viewmodel vine rig
4 Days Ago
Minor cleanups
4 Days Ago
World changes
4 Days Ago
High quality compression settings
4 Days Ago
Fixed a null ref caused by the indirect lighting diffuse texture being missing for the first frame of rendering the environment volume pass
4 Days Ago
Made waterworld for testing
4 Days Ago
Merge from indirect_lighting_fixes
4 Days Ago
main ➡️ naval_update
4 Days Ago
Hull_square test