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137,371 Commits over 4,352 Days - 1.32cph!

53 Minutes Ago
Update(tests): Pump up those rookie network streaming range numbers in unit tests (1,2 -> 4,8) to match real servers - rewrote spawning logic in UpdateSubscriptions unit tests to ensure we spawn within main layer 128 player perf test is now showing much better results: Serial - 10.3ms, Parallel - 1.7ms Tests: ran unit tests
Today
Budget the main thread part of navmesh building
Today
Fix binary saving overwriting the beginning of the previous save but leaving without truncating the end
Today
naming conventions, small tweaks
Today
manifest, bounds fixes, guide fixes
Today
apartment wood stove
Today
Loadouts tab baseline
Today
updated item definition on bunny suit
Today
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Today
Optim: run gather network groups in parallel - changed dimensions of net grid in DummyServer, now it's using a 512 grid with 64 cells 128 players: 0.54ms vs 1.15ms of serial. Relies on a prealloc hack, need to support it properly Tests: ran unit tests
Today
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Today
exported latest salvaged axe v model anims
Today
Fixes
Today
Updated BunnySuit
Today
Updating krieg backpack skinning and burst cloth
Today
Remove _CommandID shader property to not ever confuse any shader compilers
Today
Fix incorrect cleanup on load fail
Today
Better logs, fix out of bounds tile index, fix incorrect warning when loading a navmesh from a save
Today
Camping Cooker update
Today
fix animator after merge conflicts, fixed wheel rotation and mount positioning
Today
Reduced PacketArrayPool's length to the max value, reworked GetHashCode, removed unneeded second Close in ResetSocket, Use GameManifest.Current instead of loading from disk again
Today
Bunny Suit item update
Today
Bunny Suit setup
Today
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Today
fix water SSR flickering when TAA was enabled, was especially pronounced at grazing angles
Today
Started cleanup
Today
fix server build
Today
Fix tilesLoaded never being incremented, causing loading to fail
Today
Fix crash
Today
Updating krieg skeleton asset
Today
Fixed modular car fuel tank not connectable to anything
Today
Add missing lod2 to emission toggle
Today
Render single-draw commands through Graphics.RenderMeshIndirect()
Today
Remove the placeholder "cancel" menu option.
Today
Updating krieg hazmat burst cloth and skinning
Today
Add item name & icons to radial menu. Only show radial menu if there's more than one item that responds to lighttoggle. Run lighttoggle instantly on press if there is only one item. Misc fixes/functionality. Ready to start refactoring and cleaning up.
Today
fixing shadow issues with brutalist blocks that got introduced likely by recent shadow changes
Today
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Today
Enabled LZ4 high compression
Today
Finish refactor to have individual navmesh instances instead of a singleton, todo fix crash on destroy
Today
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Exposed rebar texture
Today
moved relay send thread start to first packet enqueue, implemented missing Equals and GetHashCode methods
Today
Bugfix: ServerOcclusionGroups - handle null net group when player goes through custom flow - renamed branch to *_reinit (as limit networking turned out not to be related at all) Tests: ran all unit tests, they pass
Today
Fixed ocean topology in launch site, potentially other monuments
Today
Check Unity object lifetime before calling onVisibilityChanged callback
Today
Update(tests): ServerOcclusionGroups - add a net-group reinit test Not a flow we have on servers for now, but it could change in the future Tests: new tests fail (as expected)
Today
Merge: Cherrypick of 145087 from /main/useplayerupdatejobs3/updatesubs_optim - Bugfix for DummyServer not being able to spawn players/bots in unit tests Tests: ran occlusion group tests, now pass
Yesterday
RelayQueueItem now IEquatable, removed SocketLock as we're now running sync
Yesterday
merge from the deployguide box fix branch