reporust_rebootcancel

137,047 Commits over 4,474 Days - 1.28cph!

Yesterday
merge from airfield_maintainable_features (has S2P for airfield, gas station, and wtp)
Yesterday
fix Gas Station, Airfield, and WTP maintainables to use generator.noreset.static prefab S2P for all 3 manifest for generator.noreset.static prefab
Yesterday
merge from iteration_optims
Yesterday
Fixed crashing when using `ddraw.use_instancing_for_text 1`
Yesterday
Fix no domain reload and compile simulator toolbar buttons disappearing randomly for real this time
Yesterday
Fixed nre when main menu is disabled when entering playmode in a playable scene
Yesterday
Collider handling tweaks
Yesterday
ChargeUpIOEntity saves/loads charge to/from disk
Yesterday
Prevent divide by zero if the CraftAmount of a high wall blueprint is zero (don't think it's possible but best to be safe)
Yesterday
merge from iteration_optims
Yesterday
In editor, reuse preprocessed persistent prefab instances instead of instantiating them again. Only applies to big prefabs like GameUI, MenuUI2, EngineUI2 and SkinViewer2 Saves ~500ms when entering playmode on average
Yesterday
Fix compile error by making high_wall_upkeep replicated (even though I don't think it needs to be all the code using it can run on the client)
Yesterday
Fix sqrDistance still being calculated for high walls despite not being used
Yesterday
merge from main
Yesterday
Reworked loot spawning so it spawns more loot into crates instead of spawning more crates. Reworked loot spawning locations. Added some helper locations and improved spawn handling. Debug rendering.
Yesterday
Switch high walls to look for oldest building block (like building priv works) instead of closest block
Yesterday
Train tunnels control and transport room progress
Yesterday
Move the hardcoded "16m radius" for GetNearestBuildingBlock() and the high wall specific "GetNearbyBuildingBlock" into a shared constant
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
merge from gas_station_maintainables
Yesterday
fix gas station maintainables being able to picked up
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
merge from main -> high_wall_upkeep
Yesterday
Add upkeep component to the legacy & ice high walls
Yesterday
merge from water_treatment_plant_maintainables
Yesterday
fixed water pipe spawning absolutely everywhere improved water pipe terrain meshing fixed water effects playing at all times added convar for testing water pipes "watertreatmentswitchbroadcast.senddebugbroadcast <bool>" manifest
Yesterday
Move the upkeep multiplier selector (building percentage vs high wall convar) upwards into BuildingPrivlidge.Upkeep.cs - fixes deltaTime being overwritten by the convar instead of swapping the convar <-> "20% upkeep" shown in TC
Yesterday
merge from hasunlocked_optims
Yesterday
PlayerBlueprints.HasUnlocked optims: we now cache owned workshop skin items, avoiding full steam definition scans during UI refresh and craft validation, save 1s on LocalPlayer.HasUnlocked when entering playmode Also saves time in client and server call when validating craft and unlocking
Yesterday
merge from iteration_optims
Yesterday
Snake mask -> Snake Mask
Yesterday
Set up all of the lunar new year animal masks as skins of the wolf headdress, so you can reskin between them
Yesterday
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
Yesterday
Fix newly updated art highlighting a bug where remains take damage and get instantly destroyed on impact.
Yesterday
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
Yesterday
merge from automated_testing
Yesterday
Jukebox collider convex + RW Bar stools disable researchable Dartboard assign place effect manifest + testlist
Yesterday
merge from main -> high_wall_upkeep
Yesterday
merge from reduce_server_startup_yields -> main
Yesterday
merge from main
Yesterday
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
Yesterday
Switch to AddField for impacted IDs with OnClanUpdate
Yesterday
Updated eye position for bar stool mounts
Yesterday
Added Disable Analytics Upload editor prefs Saves a second when exiting playmode
Yesterday
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
Yesterday
merge from hackweek_parented_ddraw
Yesterday
Fix UI map zooming in forever
Yesterday
more compile fixes
Yesterday
merge from editor_playmode_timing -> main
Yesterday
Print time taken to enter play mode in the editor (so we know what iteration speed is)