201,515 Commits over 4,171 Days - 2.01cph!

40 Minutes Ago
merge from main
40 Minutes Ago
Fixed phrase contexts update catching RustText set to localized false
41 Minutes Ago
Updated phrase finder window
3 Hours Ago
Fixed phrases using the same key and english being ignored by the phrase update
3 Hours Ago
Fixed bbq loot panel title
3 Hours Ago
Connect together faces when entity links update
3 Hours Ago
Fix debug points for walls
3 Hours Ago
Bugfix: players go back to sleep on disconnect on a server with UsePlayerUpdateJobs 2 This looked scarrier than it ended up being. One concern left to investigate - looks like I'llbe able to merge it in tomorrow Tests: 2p session on craggy with UsePlayerUpdateJobs 2
3 Hours Ago
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4 Hours Ago
Fixed 4 conflictings phrases - setfreq_desc - spin_desc - drink_desc - open_loot
4 Hours Ago
Skip phrases in EntityMenu.cs, we catch these by attributes
4 Hours Ago
Added a check looking for unused phrases and conflicts Removed some unused/duped phrases
4 Hours Ago
Add debug points to faces so we can ddraw better visualizations for the faces
4 Hours Ago
Fix backface check for 180 degree faces not working due to needing a bigger offset with the normal
4 Hours Ago
Make logging "a little clearer"
5 Hours Ago
Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
5 Hours Ago
Linearise colour values before storing them in the instance data buffer
5 Hours Ago
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5 Hours Ago
Some fixes for the phrase contexts update, it wasn't catching everything
5 Hours Ago
Cleanup/polish indirect instancing tools
5 Hours Ago
more WIP on bunker entrance
5 Hours Ago
Optim: NetworkPositionTick - skip transform access Tests: none, trivial change
5 Hours Ago
Optim: inline virtual calls in SendNetworkPositions and skip transform access Tests: 2p seesion on Craggy with UsePlayerUpdateJobs 2
5 Hours Ago
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5 Hours Ago
Tooltips now use phrases Converted and reserialized all UI prefabs using tooltips (~130 prefabs)
5 Hours Ago
Update: simplify SendNetworkPositions Decided against parallelizing with tasks as it looks to be taking only ~0.3ms on a 350pop server Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
6 Hours Ago
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Today
Clean: fix formatting Tests: none, trivial change
Today
Bugfix: fix failing WaterLevel tests My ReadOnlySpan caused it, as we had hardcoded access to the global PlayerCache (which we don't use in tests). Tests: unit tests pass
Today
Small Cleanups: - use Mathf.NextPowerOfTwo in BufferList - remove CommandMemoryBase.damage_bitmap - revert changes to MainCamera - remove FormerlySerializedAs in RendererLOD
Today
Update: rename BasePlayer.playerCache member var -> BasePlayer.PlayerCache It was hiding the source of a bug, as func params have lower case name Tests: compiles in editor
Today
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Cleaner main merge - cherrypicking 128391" class="changeset">128391 128397 128391" class="changeset">128391 128423 128434 128472 128477 128486 128488 128495 128531 128540 128542 128544 128575
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Some refactoring, make sure prefab phrase contexts arent stomped when running the phrase update Fixed persistent assets in lists being explored as potential phrase contexts
Today
Clean: prefer ReadOnlySpan<BasePlayer> instead of playerCache where possible Makes it easier to guess things at a glance. Tests: ran all relevant unit tests(discovered WaterLevelTests are failing, will investigate next) + 2p session on craggy with UsePlayerUpdateJobs 2
Today
Indirect Instancing Integration Candidate 2
Today
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convar to help test prepare for missions
Revert back to simpler save method Abandon mission instead of trying to use reset to defaults
Today
Rebase on current /main
Today
Rebase on current /main
Today
Update: demote PlayersToFinalize, PlayersToValidate, PlayersToRecache from being global caches Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
Today
Update: demote PositionChanges from being a global cache Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
Today
Keep instancing disabled by default