201,578 Commits over 4,171 Days - 2.01cph!
UI_ServerEntry loc fix again, added vanilla and fixed the fallback
RustText code cleanup and comments
Server browser and nucleus loc fixes
Fixes when updating an existing code declared phrase values
Server entry gamemode tag loc fixes
Replaced ~50 instances of RustText.text for SetText or SetPhrase
Will do the rest later, 150 to go
New spotlight model and prefab setup
Fixed language option label not resetting its formatting after switching from an RTL language
Fixed phrase edit not refreshing english base strings
Updated charity plushie textures and materials
re-renderd icon
Some cleanup
Restored the Rebuild Phrases menu item, as a fast path for most users
Merge: from baseplayer_serverupdateparallel
- Bugfix for IndexOutOfRange when updating player state cache
Tests: none
Merge: from main
Tests: none
Bugfix: IndexOutOfRange exception when updating player state cache
Affected both UsePlayerUpdateJobs 1 and 2
Tests: none, simple change
▋▅▇▇▅▅▍ ▌▍▇▄▍▅▆▆▊██ ▄█▋▋▄ ▄▍ ████.▊▆▍▋▉▍ ▅/▋
▆▌▊▅▊▆█ ▇▌▍▇▅█▊▉▍▄▌ ▄▄▊█▍ ▋▌ ▌▊▌▅.▌▌▋▇█▊
All buttons functionnal on the localization tools window
Removed the old menu items
Fix merge from addtional_workshop_screenshots
merge from additional_workshop_screenshots -> main
NOTICE: This includes an update to Facepunch.Steamworks
fix compiler define error
Cozy Beanbag Seat - Updated GIBs and icon
Added a localization window where we can fire all the loc update actions from
Started moving everything to coroutines so it doesn't stall the main thread
Use seconds instead of ms for demo time now that we're using doubles.
More rail progress and sculpting
Merge: from baseplayer_serverupdateparallel
- Next phase of parallel workflow, can be activated with UsePlayerUpdateJobs 2
- Optim: above mode now uses tasks to send entity snapshots/destroy messages where possible
- Optim: above mode uses parallel Burst jobs for server occlusion
- Optim: above mode reduced number of occlusion checks we run, more aggressive caching of results
- Contains Network++
Tests: build tests of all modes in editor + standalone server build + unit tests + 2p session on Craggy
Buildfix: unused variable warning-as-error
Weird it didn't get detected outisde of my branch, but ah well
Tests: built all modes in editor
Bugfix: reset OcclusionCanUseFrameCache on emergency disable of UsePlayerUpdateJobs
Tests: none, trivial change
Clean: extract WaitForTasks
Tests: editor compiles
Update: review fixes #1
- fix formatting in BasePlayer-Mission
- Apply same mission fix from vanilla server flow
- Comments around EventRecord.New and AzureAnalytics.OnPlayerTick warning to avoid scripting API to keep it thread save
Got 2 more changes to make, then think it's ready
Tests: compiles in editor
Removed unused language from Translate::SupportedLanguages
Reorganized the loc menu items
Update: make batching constants servervars
- New vars are Server.SnapshotTaskBatchCount and Server.DestroyTaskBatchCount
- factored out SendEntityDestroyMessages
Tests: none, trivial changes
Bugfix: recycle filter buffers when there's no results
UsePlayerUpdateJobs 2 only issue
Tests: none, trivial change
Update: ran Generate Code
Tests: none, trivial change
Update: Network++
UsePlayerUpdateJobs 2 can send packets out of order, which needs client-side change (see CL 128169)
Tests: none, trivial change
Update: amending a comment for SendDemoTransientEntity
Finished investigating, server-demos shouldn't be a problem for multithreaded networking
Tests: none, trivial change
Added biomes
Added vine trees
▊▋▋▄▉ ▊▄▉ ▍▋▋▇▉ █▉▆▊▌▊█ ▅▌ █▍▍█ ▌▆▅ ▆▆▅▄▅▍ ▉▅▋▍█, ▇▅▉▄ ▉▍▍▍▉ ▊▍ ▅▆ ▌▍ ▌▆▌ ▅▄▋▋ █▊▉▊▇ ██▍▄ ▍▍▆▅▍▇ ██▍▉ ▍▋█▆▄▌.
Fix demo.timescale jittering below when set to a value below "0.2" (below 1ms delta), now its completely smooth even at "0.01"
This unfortunately breaks demo compatibility.
Fixed hole in HeightTexture
Changed some text colour