127,015 Commits over 4,171 Days - 1.27cph!

9 Minutes Ago
merge from optimize_windows_console -> main - fix colored text being logged on main thread instead of queued to console thread
3 Hours Ago
merge from fix_puzzle_reset_analytics -> main
3 Hours Ago
Fix puzzle analytics having "Submit()" commented out. whoops
4 Hours Ago
Spawning
5 Hours Ago
Switch the default limitBias of the effect mipmap group from +1 -> +0 to rule out the mipmap from being stripped out at build time (even though the setting is disabled, who knows)
5 Hours Ago
merge from main -> test_effect_quality
5 Hours Ago
Codegen
5 Hours Ago
Fix showing "Died to KillerName" with random death reason when joining a server at the start of a wipe - caused by lifestory being persisted from a previous wipe in the death database - include wipeId inside the LifeStory protobuf and invalidate the lifestory when loading if the wipe id doesn't match
6 Hours Ago
Finalized sculpt
Today
Fix nothing actually rendering with new Graphics.DrawMeshInstancedIndirect based draw call submission
Today
Fix NRE in Indirect Instancing debug overlay
Today
Add agressive optimisation attributes to the hot path of Indirect Instancing.
Today
Buoys spawned closed to the entrance portal Some cleanup, baseline for climate effects when crossing the portals
Today
Fixed entrance portal spawning out of the terrain margin on small terrain maps, player were killed before reaching it
Today
Make username optional field since it's not included anymore
Today
Optimize turret & TC to use HashSet<ulong> instead of List<PlayerNameID> - makes it faster for them to check auth - protobuf data still uses PlayerNameID but only saves steam id for backwards compatability
Yesterday
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Yesterday
Yesterday
Apply oil rig changes via S2P Add support for different sounds for large/small oil rig
Yesterday
Merge cleanup
Yesterday
Merge from main
Yesterday
merge from naval_update/island_scenes
Yesterday
merge from main
Yesterday
Optimize BasePlayer.FindById() since it's used throughout the codebase - add Dictionary<ulong,BasePlayer> for online & offline players - speed up string search methods by first seeing if the string is a steam id & calling FindById() methods first
Yesterday
chainsaw sound updates
Yesterday
updated viewmodels anims, re-designed animator
Yesterday
extend_menu_loadingscreen -> main
Yesterday
logs
Yesterday
extend_menu_loadingscreen -> main
Yesterday
Add 'finalising' step to the main menu loading screen (only the very first one), this masks any final extra processing steps that are required and helps shield the user from a bad stutter We were showing the menu slightly too early before processing was fully complete
Yesterday
prioritise_premium_community_2 -> main
Yesterday
Only show prioritise premium if the browser can even support it Ensure it only works for the official category
Yesterday
twitch_modal_dash_support -> main
Yesterday
Support loading twitch drop campaign image from the dash Load when first starting up the menu
2 Days Ago
server_browser_budgeting -> main
2 Days Ago
Use a stopwatch to check how long we are taking on the current ServerCacheQuery batch, if over 2ms then yield for the next frame, or continuously allow processing up to 50 elements per time This (in reality) results in a constant overhead of 4ms until the results are processed rather than a single lag spike. I think its better and can be tuned a bit more in future by just upping the budget By the time you've click the server browser a few seconds have passed and most of the queue is empty anyway
2 Days Ago
Drop match ServerInfo creation batch size from 500 to 50, and use Task.Yield() rather than delay
2 Days Ago
Fixes for hit particle timings
2 Days Ago
protobuf codegen
2 Days Ago
Do the mode parsing inside the ServerInfo single loop itself. This saves us around 15% of total ms cost per server info constructor creation Ends up saving around 14ms~ when creating a batch of 500 ServerInfos
2 Days Ago
Merge from main
2 Days Ago
Add `forceaddtoteam <steamid> <team?>` command to add online (or offline) players to team
2 Days Ago
Do not allow queueing again tiles that are actively being rebuilt, removes the need for locks on the hashset. Maybe we need to remove from the queue the tile, and add it to the end of the queue if someone asks to rebuild it again.
2 Days Ago
Replace concurrent queue and semaphore with blocking collection for job requests, and ConcurrentQueue with ConcurrentBag for job results (order does not matter)
2 Days Ago
Fix tile never being removed from dict if using sync mode
2 Days Ago
merge from menu_stalls_fix
2 Days Ago
Tweaked the budget of the steam inventory recipe warmup, to avoid causing stalls after bootstrap is released
2 Days Ago
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