138,746 Commits over 4,474 Days - 1.29cph!
Merge from satellite_crash
Merge from PlayerMaintainedMonuments
Maintained monuments related .meta changes from running manifest
Restore changes to large Oilrig
Run testlists, codegen, localization
Merge from playermaintainedmonuments
Change from Property -> Method so it's more clear it's doing work
Merge from main
Took large Oilrig version from main
dartboard
- added coloured markings to dart
Fix sleeping bags showing the old name by getting rid of the caching of player name on the client for bags and instead looking up the name via NameHelper.Get() every time it's polled (when looking at it with a hammer)
Bar Stools - Updated models with LODs, added GIBs, updated textures, updated texture sizes, rendered icons, icon manifest, finished the rest of the prefab setup
Fix issues with deploying ladders on powerlines
S2P powerplant, outpost, launch site. Can stomp changes and run S2P again in case of conflict
merge from sv_console_history
merge from sv_console_history
Adjusted `consolehistorysize` default value to 50, fixed it being off by one
Adjusting the convar will now trim the history entries if the convar is smaller than the history count
fix not being able to shoot dartboard
fix dart scoring offset by 9 degrees
added more debug logs (behind convar) to track down multiplayer build issues
Replaced .png detail normals to .tga among minor tweaks to the rubble materials
Fix for very long strings moving alongside the caret when moving it to the left, making it seem like the characters are being erased
Only drag the string along if the caret is reaching the left or right edges of the console window
Merge from analytics_apartment_events
Merge: from mt_snapshot_saving
- Bugfix for ExactArrayPool not being thread-safe
Tests: TestMTSave
Bugfix: rewrite ExactArrayPool to be a ConcurrentDictionary
Was not MT safe for Jobs 4 parallel serialization as it could lazy initialize
Tests: TestMTSave
merge from water_treatment_plant_maintainables
add grass displacement to pipes
merge from water_treatment_plant_maintainables
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
merge from ragdoll_selfcollision_fix
re-enabled ragdoll<->ragdoll collision
merge from PlayerMaintainedMonuments
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
merge from demo_browser_search
Clean: fixed whitespacing
Tests: none, trivial change
Added a search bar to the demo browser window
merge from siegeweapon_firedamage
Buildfix: add missing server guard
Tests: compile sim
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
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
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
dartboard
- updated icon (made icon a bit brighter)
- updated prefab
Bugfix: avoid resolving transformHandle on an optional BatteringRam.doorPhysicsHinge
Checked other cases I've modified, rest are required
Tests: none, trivial change
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
Bugfix: avoid NRE if bike doesn't have a sidecar
Tests: spawned a motorbike