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153,752 Commits over 4,536 Days - 1.41cph!

2 Years Ago
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2 Years Ago
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2 Years Ago
Removed all collision again from the deployable computer station chair
2 Years Ago
WIP adjusting underground network thresholds based on EnvironmentVolumes marked as part of train tunnels (needs tuning, currently marks most of the underground system as part of the caves layer)
2 Years Ago
Fix not being able to reskin industrial door with spraycan
2 Years Ago
Increased some scientist spawns to 20m from 10m. Leaving some others at 10m that are in reasonably small or enclosed spaces. Launch site, train yard, airfield, trin tunnels updated and S2P.
2 Years Ago
Fixed client compile
2 Years Ago
Merge main -> SpawnMargins
2 Years Ago
Added server.allowUndergroundNetworkGroups replicated convar to control the new underground groups behaviour, enabled by default Should not be modified at runtime, set it on startup
2 Years Ago
Added killallplayers server convar. Kills any human players who are not in god mode.
2 Years Ago
Added espcanvas.UseRandomTeamColours convar, will render the nametag of teams with a random colour (requires espcanvas.ColourCodeTeams to be true) Uses a selection of 49 colours based on the team id, if more than 49 unique teams are on the server then colours will start repeating
2 Years Ago
merge from wallpaper
2 Years Ago
Fixed BuildingBlock.CanSeeWallpaperSocket NRE
2 Years Ago
merge from digitalclock
2 Years Ago
merge from wallpaper - nre fix
2 Years Ago
merge from helicopter_orbitstate_nre
2 Years Ago
merge from gco
2 Years Ago
merge from workshopeditor_improvements
2 Years Ago
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2 Years Ago
merge from pingwarning_fix
2 Years Ago
Fixed loading screen ping warning formatting
2 Years Ago
Made it not loop indefinitely.
2 Years Ago
Ported the ammo models from the other branch. 3rd person reload FX with new IK fixer.
2 Years Ago
Rock_formation_huge Created all variants, LODs, colliders, prefabs and baked LODs
2 Years Ago
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2 Years Ago
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2 Years Ago
merge from main
2 Years Ago
Have wolves eat corpses and meat Fix wolves thinking they already finished moving instead of waiting for the async path request result
2 Years Ago
Applying shelved work: Support for skins that aren't approved yet, process rework, error handling, logging, fixes, etc
2 Years Ago
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2 Years Ago
Update: Switch to Dynamic measurements for Pool perf tests - Also moved the tests into it's own nested class since there'll be more in the future. Surprised this is not default behavior, but ah well. It does run less measurements, so it avoids random spikes. Tests: ran the pool perf tests, results line up with previous
2 Years Ago
Skin bundle update
2 Years Ago
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2 Years Ago
Bugfix: Avoid perf degradation with many small Perf Test iterations Was caused by aggressive GC invocation, which I just ripped out - there's a better alternatives if it's truly needed. Tests: Ran the Pool bench tests, execution time went down from 3m to 3-5s
2 Years Ago
initial 2D grid for avoiding Physics checks against WaterVisibilityTrigger - Simple BitArray for static, brute-force through dynamics due to tiny count - train tunnel trigger volumes limit the usefulness of this, next step is splitting world-Y into very small number of cells
2 Years Ago
Bugfix: Avoid tracking allocations from Setup/Cleanup This fixes the bug that was invalidating measurement tracking. That said, this causes a perf regression because ExecuteSingleIteration is slow - will fix in next CL. Tests: Observed a reduction in allocation calls for Pool perf test (but not to 0, as it's picking up allocations from GC.Collect)
2 Years Ago
New: Adding PoolTests allocation perf test Estimates the allocation speed compared to basic heap alloc when we have full capacity available. This is just for perf testing package validation(revealed 2 bugs). Tests: ran it and validated results in the Test Report window
2 Years Ago
Add: Adding Performance Test Framework(v3.0.3) as a source package While evaluating I discovered a couple issues, so will be patching it over time Tests: wrote a pool perf test, it ran
2 Years Ago
world_update_2/logpile_fixes -> world_update_2
2 Years Ago
Rebalanced wood pile to 1k with hatchet
2 Years Ago
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2 Years Ago
Fixed Jackhammer causing RPC Error when used on legacy wood piles
2 Years Ago
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2 Years Ago
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2 Years Ago
fixed bird shit decal projecting on decal layer0
2 Years Ago
Heli Error Spam Fix -> Main
2 Years Ago
Revert heli dynamic height Should prevent error spam
2 Years Ago
world_update_2/radioactive_water -> world_update_2
2 Years Ago
Fixed server build error