201,502 Commits over 4,171 Days - 2.01cph!

16 Minutes Ago
Added a check looking for unused phrases and conflicts Removed some unused/duped phrases
29 Minutes Ago
Add debug points to faces so we can ddraw better visualizations for the faces
37 Minutes Ago
Fix backface check for 180 degree faces not working due to needing a bigger offset with the normal
38 Minutes Ago
Make logging "a little clearer"
54 Minutes Ago
Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
55 Minutes Ago
Linearise colour values before storing them in the instance data buffer
57 Minutes Ago
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1 Hour Ago
Some fixes for the phrase contexts update, it wasn't catching everything
1 Hour Ago
Cleanup/polish indirect instancing tools
1 Hour Ago
more WIP on bunker entrance
1 Hour Ago
Optim: NetworkPositionTick - skip transform access Tests: none, trivial change
1 Hour Ago
Optim: inline virtual calls in SendNetworkPositions and skip transform access Tests: 2p seesion on Craggy with UsePlayerUpdateJobs 2
1 Hour Ago
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1 Hour Ago
Tooltips now use phrases Converted and reserialized all UI prefabs using tooltips (~130 prefabs)
1 Hour 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
1 Hour Ago
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2 Hours Ago
Clean: fix formatting Tests: none, trivial change
2 Hours Ago
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
2 Hours Ago
Small Cleanups: - use Mathf.NextPowerOfTwo in BufferList - remove CommandMemoryBase.damage_bitmap - revert changes to MainCamera - remove FormerlySerializedAs in RendererLOD
2 Hours Ago
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
3 Hours Ago
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3 Hours Ago
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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3 Hours Ago
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
3 Hours Ago
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
3 Hours Ago
Indirect Instancing Integration Candidate 2
3 Hours Ago
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3 Hours Ago
convar to help test prepare for missions
3 Hours Ago
Revert back to simpler save method Abandon mission instead of trying to use reset to defaults
4 Hours Ago
Rebase on current /main
4 Hours Ago
Rebase on current /main
4 Hours Ago
Update: demote PlayersToFinalize, PlayersToValidate, PlayersToRecache from being global caches Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
4 Hours Ago
Update: demote PositionChanges from being a global cache Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
4 Hours Ago
Keep instancing disabled by default
4 Hours Ago
Strip debug code out into separate files
4 Hours Ago
Remove old unused arrays
4 Hours Ago
Merge: from occlusion_rework - Fix for occlusion queries not being commutative - Reenable occlusion frame cache and expand it's use to full frame - Server occlusion deduplicates queries - minor API restructure (might affect mods)
4 Hours Ago
Optim: ServerUpdateParallel - update player subscription groups just before we run sever occlusion update This ensures that server occlusion frame cache is built from up-to-date occluders, and allows to save on more occlusion checks downstream in ConnectedPlayersUpdate Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
4 Hours Ago
Remove old unused job code
5 Hours Ago
- Properly support material property blocks (for real this time) - Disregard LOD minimum distance for the 0th LOD entry to prevent objects hiding from getting too close to them. - Fix ConVars - Various cleanups
5 Hours Ago
More progress on bunker outside blockout WIP
6 Hours Ago
Clean: split up FinalizeTickParallel monstrosity This is end of prep to rearrange systems for better occlusion cache reuse Tests: 2p session on craggy with UsePlayerUpdateJobs 1 and 2
6 Hours Ago
Merged engine.json and phrases.json into a single file
Today
Phrase update only look for code declared phrases Added "Update Phrases Usage", which is basically the old update scanning the whole project, collecting everything and saving where phrases are used
Today
Created prefabs and icons for charity plushies 2 and 3. Updated charity plushie 02 mesh. Created icon for charity plushie 01
Today
Added zombie model along with the anims
Today
Update: add native list expand to GatherPlayersToUpdate No effect in current case, but can prevent surprise exceptions in the future if reused Tests: none, trivial change