158,541 Commits over 4,566 Days - 1.45cph!

Yesterday
merge from console_autocomplete_improvements
Yesterday
merge from vclouds_always_on
Yesterday
Fixed entity and item auto completion always showing SERVER realm
Yesterday
merge from sentry_crash_timestamp -> main
Yesterday
Missed Poolable.cs
Yesterday
Same change as 166970 but for all furnace prefabs (furnace, electric furnace, large furnace)
Yesterday
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Yesterday
BoomBox shouldn't raise a mission event unless the instigator player has an active mission Misc code cleanup
Yesterday
Bugfix: fix late-arriving snapshots crashing client - also reset active scene name so we can identify LevelManager loading and skipping prefab pooling Tests: was able to reload into procgen then back to staging, but tripped some asserts
Yesterday
fix tattoos not saving between client-server properly
Yesterday
Include crash timestamp when uploading to sentry - sentry parses from the minidump but this includes it in the JSON body too - crashes happen in past then are uploaded on next startup so we want to know the difference
Yesterday
Conveyors are poolable We prewarm 10 copies
Yesterday
Fix sleeping bag map markers and death screen buttons allocating every frame
Yesterday
various BC improvements - collision as proper capsules again - colliders interpolate for sub-steps - fixed accumulator issue that would appear after a big spike frame - fixed issue with simulation space not actually being a simulation space
2 Days Ago
We now prefill our pool with up to 30 copies of the most used io entities. The first time you load a big base will be a tad faster at the expense of more upfront memory You're going to load them as soon as you load the local zerg base anyway
2 Days Ago
Make cpu affinity a warning instead of an error
2 Days Ago
Fix a Sound alloc on every Init, Retire, StopAndRecycle, FadeOutAndRecycle Coming from RustLog passing definition.name as an argument, which would allocate even with logging disabled Added a missing space between the name and the id in the logs
2 Days Ago
Wool Armor Insert setup, tech tree, crafting cost. WIP values: - 20 wool to craft - 3 cold, 2 melee, 1 projectile protection - Tier 1 tech tree
2 Days Ago
Added SoundPlayerCull to industrial conveyors looping hum sound. It was spawned regardless of distance then paused Editor profiling, 30 conveyors spawned 150m away: - 9ms -> 2.3ms total - ~470us -> ~220us per conveyor spawn - Sound.DoUpdate per frame: 112us -> 20us (the 30 paused hums were still updated every frame)
2 Days Ago
Fixed wind motion vectors for AnimalFur shader
2 Days Ago
Removed the pref to skip unity event listener baking in editor, wasn't necessary (renamed the branch to entityspawning_optims)
2 Days Ago
Added entity/item autocompletion to more commands
2 Days Ago
merge from main
2 Days Ago
merge from ferry_ladder_fix
2 Days Ago
Fix ferry terminal rope ladder being annoying to climb up - triggers with multiple colliders do not work correctly. Split into two triggers, S2P Fix player movement not updating the current ladder when transitioning from one ladder trigger to another, fixes still playing rungs / rope animation even though you are now on a different ladder
2 Days Ago
Merge from ez_pie_food_config
2 Days Ago
spawngrid and teleportany autocomplete entity names
2 Days Ago
merge from console_autocomplete_improvements
2 Days Ago
Compile fix
2 Days Ago
Fix wind motion vectors on ferns, pine trees, bushes, etc.
2 Days Ago
Fix "death while running" anim never playing because speed was measured after stopping
2 Days Ago
merge from tattoos_revived -> tattoos
2 Days Ago
First pass at working tattoos again - Had to change UVRender shaders "ObjectId" to "PaintObjectId" to avoid Unity conflict to fix face tattoos - Face tattoos use UV1 instead of UV0, for after the player update - set resolutions to 512x512 for face and 2048x1024 for body tattoos
2 Days Ago
Fixes
2 Days Ago
Fix TerrainTexturing.OnEnable NRE when opening scenes in editor
2 Days Ago
merge from boar_healthThresholdForFleeingFix
2 Days Ago
Bugfix: also include level size in reload req, otherwise client gets confused about world loading Tests: client was able to load from Craggy into procgen map while server is still on craggy
2 Days Ago
merge firecracker update to grenade drop animations
2 Days Ago
setup firecracker vm camera anims
2 Days Ago
Optimized entities with flag toggles spawning: EntityFlag_Toggle now bakes its listeners at prefab preprocessing and calls them directly instead of invoking its UnityEvent The first UnityEvent invoke on every new instance looked its listeners up by reflection. Rough profiling from the editor, loading in a mix of 248 entities (io, locks, doors and some random deployables) EntityFlag.DoUpdate 26ms -> 2ms total ~100us -> ~9us per entity ~940 KB -> ~231 KB total
2 Days Ago
Merge from main
2 Days Ago
Merge from main
2 Days Ago
Merge from main
2 Days Ago
- Vingette - Minor adjustments/cleanup
2 Days Ago
Update: more progress on loading to a different level - refactored some of testing code - client doesn't send tick while loading - server delays client entering game till they're marked as connected Tests: tried to load from craggy to procgen, but got stuck on recieving data. also triggerd a bunch of asserts in the process
2 Days Ago
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2 Days Ago
merge from sv_console_terminal_fix
2 Days Ago
Format ConsoleInput numbers with invariant culture so a culture's multi-character negative sign can't overflow the stack buffer
2 Days Ago
Reduce the amount and size of comments in livestock fsm, instead move them to a separate document file
2 Days Ago
Added Tattoo Gun