134,111 Commits over 4,262 Days - 1.31cph!

18 Minutes Ago
Flame turrets do not send their aim dir to all clients every 0.1s anymore, otations are predicted on the client The cpu savings are minimal, but that saves us some useless RPCs sent to all players in network range every 0.1s
1 Hour Ago
Bugfix: Add missing Native collection disposal in GamePhysics Audited all of GamePhysics, looks to be the only cases that slipped in Tests: unit tests + built a boat with tickmode 1
1 Hour Ago
Optim: use persistent buffers for TriggerParent::RunCustomJobsQueue - codegen Tests: with tickmode 1 - built a boat, jumped on-off
1 Hour Ago
merge from naval_update
1 Hour Ago
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2 Hours Ago
exported latest paintaball gun vm anims
2 Hours Ago
merge from naval_update
2 Hours Ago
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2 Hours Ago
merge from fix_containerioentity_item_syncing -> main
2 Hours Ago
Fixed ContainerIOEntities not syncing inventories with item when picked up
3 Hours Ago
Clean: rip out tickmode 1 and 2, rename Jobs mode as tickmode 1 - codegen Out of all versions it's fastest, so only going to continue with it vs baseline 0 Tests: compiles
3 Hours Ago
Reintroduced inventory.quickcraftdelay This prevents you from spam clicking a quick craft button if the menu has recently refreshed, preventing misclicks. Added a menu item, so its adjustable not just with a convar
3 Hours Ago
Merge: from main
3 Hours Ago
main -> quick_craft_improvements
4 Hours Ago
Flame turret code cleanup
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
merge from linerenderer_lod_fix
5 Hours Ago
Fixed RendererLOD not working with line renderers, HasValidMesh was returning false all the time Fixes invisible string lights wires
6 Hours Ago
changes on salvaged axe deploy sound
6 Hours Ago
Only use the nearest planeFitPoint to the shore when determining if beached or not
Today
CurrentThrust uses the Anchored bool not list traversal of anchors
Today
setup paintball viewmodel prefab with skinning mesh render on meshes and culling set to always animate
Today
merge from spacestation_storepages (new space station building skin video to store ui prefabs)
Today
updated space station building skin video added to store prefabs
Today
Do the same for the death screen, button is hidden when deep sea is closed Always show the buttons if we are in the deep sea, even if closed
Today
Only show the deep sea toggle map button if the deep sea is open
Today
merge from naval_update
Today
Fixed PatrolHelicopter.UpdateEffects NRE when entering/leaving deep sea with patrol heli active
Today
The "Follow player" map button now automatically switches to the correct view (deepsea/mainland)
Today
Merge: from triggerparentdelayedexit_optim - Bugfix: properly cleanup TriggerParent and TriggerParentDelayedExit to avoid invalid invokes running Tests: built & finished a boat, jumped around while moving, put it into edit, finished, jumped around - no errors, no extra invokes
Today
Bugfix: properly clean-up TriggerParent and TriggerParentDelayedExit when it gets disabled Reimplements intents of `139965`. Tests: built & finished a boat, jumped around while moving, put it into edit, finished, jumped around - no errors, no extra invokes
Today
Merge: from triggerparentdelayedexit_optim - Bugfix: mitigate double trigger exit call on TriggerParent - Bugfix: TriggerParentDelayedExit leaving invalid invokes when editing already existing boat Tests: built a boat, spawned a player on it, edited - no more errors, no extra invokes running
Today
Undo of Undo: 139927 (merge: from triggerparentdelayedexit_optim) Will apply the fixes on top with merge
Today
Bugfix: TriggerParentDelayedExit - skip entity-delay logic when trigger gets disabled This left invalid invokes running when editing existing player boat, inflating the perf cost Tests: edited existing boat, checked profiler - saw no perf samples gor persistent queue
Today
(WIP) Large refactor: Make BaseEntity responsible for calling StartMotion / StopMotion with (potentially) a single array of numbers to mitigate spikes when large entities set into motion.
Today
Bugfix: early out when double-remove happens Not sure why yet, but saw the same with double-add before, so going to replicate. Also noticed that we can be tracked, but have null-entitycontents, which leads to wasted Invokes, adding overhead - checking Tests: built boat, spawned npc, went to edit mode - no more errors
Today
Fixed slim gap in half wall hard side
Today
Added brutalist skin roof top line mesh and conditional prefabs
Today
merge from naval_update
Today
Flagged steering wheel lock model and effects as dynamic
Today
Merge from naval_update
Today
Make cooking tests editor only for now
Today
Merge from naval_update
Today
Industrial NRE checks
Today
Update tests to better reflect new update flow
Today
Cache HasAttachedStorageAdaptor Don't mark items as dirty every update, only when they pass a 5s increment Eliminates most of the MarkDirty calls and brings the 1000 oven test case under the 0.25ms budget some of the time
Split Autoturret into multiple work queues: Ammo, Scan, Tick Keep Aiming/Rotating code in the 66hz loop Move TargetAquisition/Thinking/Firing to a 10hz work queue scheduling loop Around a 0.3ms in improvement (in spikes) on idle with 500 turrets.
Today
Convert ovens to a persistent work queue, budgeted to 0.25ms by default In the 1000 oven test case this caps out at processing around 40-50 ovens a frame
Today
Added quick add paths for creating byproducts (charcoal) and cooking results (cooked meat or frags, sulphur, etc) This skips creating a new item and triggering the MoveToContainer process if there is already a stack of that item that we can stack onto Reorder ConsumeFuel so that the fuel item is only marked dirty once (was happening twice) Takes the worst case oven cycle for 1000 ovens creating a new item in the same frame from 270kb alloc and 18.3ms to 0b alloc and 4.62ms