156,004 Commits over 4,536 Days - 1.43cph!

2 Months Ago
Merge: from main
2 Months Ago
sanity limits on sculpt update rpc msg
2 Months Ago
Clean: add comments for new perf test Tests: none, trivial change
2 Months Ago
New(tests): SendEntityUpdates perf test, creates a bunch(100, 1000, 10000) of players that get sent to 10 players Runs Jobs 3(parallelize dependency chains) vs Jobs 4(parallelize queues) serialization modes and whether to use network cache. Doesn't create any entity hierarchy (best case for Jobs 3). With network cache, Jobs 4 beats by ~2x (10k: 16ms vs 9ms), without cache Jobs 4 scales much better, up to 3x faster (10k: 62ms vs 14ms). Tests: ran SendEntityUpdates
2 Months Ago
Update(tests): assign prefabIDs to entities created in TestServer Avoids tests derping out trying to save global managers/players Tests: SendEntityUpdates perf test passes
2 Months Ago
Bugfix: fix double-free on a pooled buffer This was causing a buffer to be shared between 2 tasks when it was fetched from the pool, leading to chaos Tests: ran SendEntityUpdates perf test (gonna submit in a bit)
2 Months Ago
Flare animator and animation updates
2 Months Ago
¬! Dummy commit
2 Months Ago
Field rename for the OnClanUpdate event
2 Months Ago
Wolf headdress (And lunar mask skins) require T1 workbench to craft
2 Months Ago
check for buffer failure in sculpture update
2 Months Ago
cleaned up semi-useless chunk prefab
2 Months Ago
merge from siegeweapon_firedamage
2 Months Ago
Protection tweaks
2 Months Ago
Made siege weapon vulnerable to fire (as intended initially) - Added vehicle world layer to all fireball prefabs - Set heat protection to 1 for all vehicles except siege weapons
2 Months Ago
2 Months Ago
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2 Months Ago
Merge from sign_build_fix
2 Months Ago
Remvoed standalone rentable shop sign prefabs, unused and throwing errors in builds due to incorrect DeferredMeshDecal setup
2 Months Ago
Add 2nd return to util.IntersectRayWithPlane/WithTriangle - dist Adjust TextEntry scrolling to take into account language ID box Prevent invisible Projected Textures from rendering shadows Block, cheat and remove some cvars & commands * Blocked some more archived commands * Removed hud_jeephint_numentries, hud_takesshots, filesystem_report_buffered_io, r_shader_srgbread * Remove some stub XBox related presence system, removes `user_context` and `user_property` concommands Remove PyroVision leftovers * Removed shader, removed the overlay render code, removed CReplacementProxy material proxy (`replace_proxy`) * Removed a bunch of pyro_ convars
2 Months Ago
Merge from lootspawn_stack_fix
2 Months Ago
LootSpawn can no longer create item stacks in loot containers that are greater than the max stackable amount of an item Will now split the item into multiple stacks if needed
2 Months Ago
merge from codegen_timings -> main
2 Months Ago
Merge from bag_compass_marker
2 Months Ago
Icons
2 Months Ago
compile fix
2 Months Ago
merge demo2 to main
2 Months Ago
merge demoui 2 to main
2 Months Ago
Include the time taken for SyncVar weaving in the "SyncVar weaving Sucess" log message that already exists
2 Months Ago
Add Profiler.BeginSample() for code generator
2 Months Ago
Rename the convar for toggling the new ui to `demo.newui` off by default, saves.
2 Months Ago
merge from main
2 Months Ago
- Fix not being able to duplicate scenes with puppets in it. - Add countdown to shot director - Show a preview of the dolly cam's current position in dolly edit mode - Snap current time to a keyframe's time when editing a dolly node - Add dof.debug to the demo options panel - Fix color grading sliders - Add a way to change the seed of any puppet. - Show demo filename instead of just the name in the UI..
2 Months Ago
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2 Months Ago
update skin list
2 Months Ago
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2 Months Ago
Merge from satellite_crash
2 Months Ago
merge from high_wall_upkeep -> main
2 Months Ago
Satellite FX progress
2 Months Ago
Fix high walls that are connected to a building block without a TC not updating when the building block is destroyed - update during decay if the TC is destroyed or doesn't match their existing building - this could have happened with other deployables like shotgun traps but didn't really because it was only 1.5m range, not 16m range
2 Months Ago
Added "repeatlast" console command, bind to a key and it repeats the last console command you manually used.
2 Months Ago
Add "drawnearbybuildings <duration> <radius>" to show what building decay entities belong to Add "forcedecaytick" to force every decay entity on the server to run it's decay tick (to see if walls will reconnect to a building when decay is ran)
2 Months Ago
Add ability to manually run decay ticks and bypass the "once per 10m limit"
2 Months Ago
Replaced text ztest tracing to use lineOfSight checking instead (less restrictive)
2 Months Ago
Better crate scattering rules.
2 Months Ago
Make nest hat a wolf headdress skin too
2 Months Ago
merge from airfield_maintainable_features (has S2P for airfield, gas station, and wtp)
2 Months Ago
fix Gas Station, Airfield, and WTP maintainables to use generator.noreset.static prefab S2P for all 3 manifest for generator.noreset.static prefab
2 Months Ago
merge from iteration_optims
2 Months Ago
Fixed crashing when using `ddraw.use_instancing_for_text 1`