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140,499 Commits over 4,536 Days - 1.29cph!

51 Days Ago
Update(tests): make SendEntityUpdates perf test spawn as many recievers as threads available Allows to fully saturate the CPU in a test, giving a bit fairer comparison between Jobs 3 and 4 Tests: ran new test
51 Days Ago
merge from ragdoll_selfcollision_fix
51 Days Ago
re-enabled ragdoll<->ragdoll collision
51 Days Ago
merge from PlayerMaintainedMonuments
51 Days Ago
Merge: from mt_snapshot_saving - Optim: in UsePlayerUpdateJobs 4 entitiy saving for network is done in parallel. Use server.ParallelNetworkQueueBatchSize to tweak number of tasks Tests: 2k procgen, built a base and a boat, rode vehicle, heli, zipline, boat, horse, fly across the world. ran all TestMTSave unit tests
51 Days Ago
merge from demo_browser_search
51 Days Ago
Clean: fixed whitespacing Tests: none, trivial change
51 Days Ago
Added a search bar to the demo browser window
51 Days Ago
Merge: from main
51 Days Ago
merge from siegeweapon_firedamage
51 Days Ago
Buildfix: add missing server guard Tests: compile sim
51 Days Ago
Compile fix
51 Days Ago
Different approach so it doesnt impact incendiary ammo damage on vehicles: - FireBall can only damage vehicles of type BaseSiegeWeapon - Revert the vehicles heat protection changes
51 Days Ago
Update: add an default TransformHandle check to TransformEx.Unsafe.ExtractTranformAccess Better we lose a smidge of perf than have a native crash Tests: ran all TestMTSave
51 Days Ago
Update: add GetPosMT and GetRotMT to TransformEx - bugfix Elevator Save accessing transform chcked internals, should be safe Tests: fly across all of 2.5k procgen, no errors triggered
51 Days Ago
dartboard - updated icon (made icon a bit brighter) - updated prefab
51 Days Ago
Bugfix: avoid resolving transformHandle on an optional BatteringRam.doorPhysicsHinge Checked other cases I've modified, rest are required Tests: none, trivial change
51 Days Ago
Bugfix: resolve game controlelr at init of BaseCardGameEntity - use cached controller instead of trying to lazy create it in Save Avoids invoking non MT-safe APIs in save Tests: visited bandit camp on procgen, no errors. Ran TestMTSave tests
51 Days Ago
Bugfix: avoid NRE if bike doesn't have a sidecar Tests: spawned a motorbike
51 Days Ago
Merge from main
51 Days Ago
spawning baseplate properly in sculpt ui
51 Days Ago
Nest egg hat T1 workbench (To match wolf headdress as it has the same stats)
51 Days Ago
Update(tests): TestServer now also creates a dummy BiomeMap Not sure why pre-merge TestMTSave(GrowableEntity) didn't trip over, but sorted now Tests: all TestMTSave
51 Days Ago
Boat vendor now sells an actual Kayak and Paddle, not a blueprint
51 Days Ago
adjusted msg length limit
51 Days Ago
Merge: from main
51 Days Ago
sanity limits on sculpt update rpc msg
51 Days Ago
Clean: add comments for new perf test Tests: none, trivial change
51 Days 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
51 Days 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
51 Days 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)
51 Days Ago
Flare animator and animation updates
51 Days Ago
¬! Dummy commit
51 Days Ago
Field rename for the OnClanUpdate event
51 Days Ago
Wolf headdress (And lunar mask skins) require T1 workbench to craft
51 Days Ago
check for buffer failure in sculpture update
51 Days Ago
cleaned up semi-useless chunk prefab
51 Days Ago
merge from siegeweapon_firedamage
51 Days Ago
Protection tweaks
51 Days 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
51 Days Ago
52 Days Ago
Merge from sign_build_fix
52 Days Ago
Remvoed standalone rentable shop sign prefabs, unused and throwing errors in builds due to incorrect DeferredMeshDecal setup
52 Days Ago
Merge from lootspawn_stack_fix
52 Days 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
52 Days Ago
merge from codegen_timings -> main
52 Days Ago
Merge from bag_compass_marker
52 Days Ago
Icons
52 Days Ago
compile fix
52 Days Ago
merge demo2 to main