138,706 Commits over 4,474 Days - 1.29cph!

34 Minutes Ago
merge from siegeweapon_firedamage
40 Minutes Ago
Buildfix: add missing server guard Tests: compile sim
41 Minutes Ago
Compile fix
44 Minutes 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
48 Minutes 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
57 Minutes 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
1 Hour Ago
dartboard - updated icon (made icon a bit brighter) - updated prefab
1 Hour Ago
Bugfix: avoid resolving transformHandle on an optional BatteringRam.doorPhysicsHinge Checked other cases I've modified, rest are required Tests: none, trivial change
1 Hour 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
1 Hour Ago
Bugfix: avoid NRE if bike doesn't have a sidecar Tests: spawned a motorbike
1 Hour Ago
Merge from main
1 Hour Ago
spawning baseplate properly in sculpt ui
bot
1 Hour Ago
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2 Hours Ago
Nest egg hat T1 workbench (To match wolf headdress as it has the same stats)
2 Hours 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
2 Hours Ago
Boat vendor now sells an actual Kayak and Paddle, not a blueprint
2 Hours Ago
adjusted msg length limit
2 Hours Ago
Merge: from main
2 Hours Ago
sanity limits on sculpt update rpc msg
3 Hours Ago
Clean: add comments for new perf test Tests: none, trivial change
3 Hours 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
3 Hours 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
3 Hours 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)
3 Hours Ago
Flare animator and animation updates
3 Hours Ago
¬! Dummy commit
3 Hours Ago
Field rename for the OnClanUpdate event
3 Hours Ago
Wolf headdress (And lunar mask skins) require T1 workbench to craft
3 Hours Ago
check for buffer failure in sculpture update
4 Hours Ago
cleaned up semi-useless chunk prefab
5 Hours Ago
merge from siegeweapon_firedamage
5 Hours Ago
Protection tweaks
6 Hours 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
6 Hours Ago
Today
Merge from sign_build_fix
Today
Remvoed standalone rentable shop sign prefabs, unused and throwing errors in builds due to incorrect DeferredMeshDecal setup
Today
Add 2nd return to util.IntersectRayWithPlane/WithTriangle - dist Adjust TextEntry scrolling to take into account language ID box Prevent invisible Projected Textures from rendering shadows Block, cheat and remove some cvars & commands * Blocked some more archived commands * Removed hud_jeephint_numentries, hud_takesshots, filesystem_report_buffered_io, r_shader_srgbread * Remove some stub XBox related presence system, removes `user_context` and `user_property` concommands Remove PyroVision leftovers * Removed shader, removed the overlay render code, removed CReplacementProxy material proxy (`replace_proxy`) * Removed a bunch of pyro_ convars
Today
Merge from lootspawn_stack_fix
Today
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
Today
merge from codegen_timings -> main
Today
Merge from bag_compass_marker
Today
Icons
Today
compile fix
Today
merge demoui 2 to main
Today
Include the time taken for SyncVar weaving in the "SyncVar weaving Sucess" log message that already exists
Today
Add Profiler.BeginSample() for code generator
Today
Rename the convar for toggling the new ui to `demo.newui` off by default, saves.
Today
merge from main
Today
- Fix not being able to duplicate scenes with puppets in it. - Add countdown to shot director - Show a preview of the dolly cam's current position in dolly edit mode - Snap current time to a keyframe's time when editing a dolly node - Add dof.debug to the demo options panel - Fix color grading sliders - Add a way to change the seed of any puppet. - Show demo filename instead of just the name in the UI..
Today
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Today
update skin list