202,633 Commits over 4,171 Days - 2.02cph!

24 Minutes Ago
Merge from baseplayer_serverupdateparallel - Optim: reduce GC allocs by 60% when creating tasks for UsePlayerUpdateJobs 2 - Optim: skip occlusion queries for pairs of same players (affects all modes) Tests: 2p tests on Craggy + 2k procgen with UsePlayerUpdateJobs 0/1/2 (covered spawning, sleeping, killing and occlusion kicking in)
30 Minutes Ago
Merge: from main
31 Minutes Ago
Optim: skip running server occlusion between a pair of same players Saves us a bunch of extra dictionary entries, running extra occlusion jobs Tests: 2p sessions with UsePlayerUpdateJobs 0/1/2 on Craggy (with reconnects, kills, occlusion culling)
1 Hour Ago
Fix bug in new implementation of Parallel.Call that caused the terrain accordion incident
1 Hour Ago
Subtract 127690 - get rid of the custom Parallel class
1 Hour Ago
Replaced the sphere colliders in the Comfortsource on the bear rug with a single box collider, so you dont lose comfort stood in the middle if the rug is on the ceiling
3 Hours Ago
Enable VRAD stats without verbose Correct kill credit for striderbuster strider kills Fixed certain gibs (manhacks, scanners) never fading out Add description to g_ragdoll_maxcount Fixed Strider still shooting you with ignoreplayers/disable AI Enforce a fade time on gibs that never despawn (strider gibs) FIxed Helicopter gibs never despawning * Big ones have 2 minute lifespan * Smaller ones have 1-5 second, as intended by source code
3 Hours Ago
Bugfix: UsePlayerUpdateJobs 2 - skip trying to run occlusion checks between 2 same players A little slapdash, but it fixes editor-only CLIENT+SERVER bug of sometimes failing to notify player that they're awake. I'll exclude it from all modes next CL. Tests: loaded into 2k procgen world with UsePlayerUpdateJobs 2 set from the start 3 tmes - all times no weird zombie state
5 Hours Ago
Make mixing table overflow items drop from the player's eye level to improve visibility.
5 Hours Ago
merge improve_mixingtable_drop_visibility to main
5 Hours Ago
Add playermodel LOD override for Mannequin
5 Hours Ago
Optim: UsePlayerUpdateJobs 2 - reduce GC allocations around creating tasks Surprisingly, this was a struggle to test. Suspicious about a potential bug in unrelated part of UsePlayerUpdateJobs 1/2. Tests: 2p on Craggy and 2k Procgen map with UsePlayerUpdateJobs 2
6 Hours Ago
merge from deep_sea/networking -> deep_sea
6 Hours Ago
merge fix_torch_underwater to main
6 Hours Ago
Fix being able to swing a torch underwater to keep it lit. Add a transition from attack_lit -> extinguish.
Today
PT Updates
Today
proxy street lights added to docks, static buoys
Today
merge fix_worldsize_skipdomainreload to main
Today
Fix skip domain reload breaking world size in procedural maps.
Today
Adding FPBuild flags for MacOS build in Jenkinsfile
Today
fix_tree_marker_color_ui
Today
Fix tree marker color selector
Today
▉▄▉▊▊ ▇▅▌▄ ▍▄▉▊▆_▌▌▌█_▅▊_▌▊
Today
Update: Unit tests that experiment with reducing allocation overhead of tasks Got the following reductions in the unit test: Garbage size: 1.1KB -> 0.3KB Alloc Calls: 11 -> 5 The remaining ones seem impossible to remove while still using System.Threading.Task. Tests: ran the new unit tests
label_fix_2 -> main
Compile fix
Set sleeping bag team member names to null even if they fails (so they dont retain old data) should someone start a group and leave it Dont do team member updates, instead just update any players bags who joins or leaves a team Ensure all other team members bags are updated when any player joins or leaves, so that joining or leaving player loses their bag data
Ensure for connection is valid before trying to save
Today
wrapped baker in our own component and added IPrefabPreProcess validation and component stripping - exposed ValidateColliders in inspector
Today
floating walkways set dressing WIP
Today
merge from ceilinglight_fix
Today
▉▆█▋▇ ▆▌▇▆▉ ▄▉▌▇▋█▅▆█▋ ▋▍ ▌ ▍▌▇ ▋█▄▍
Today
Tweaked the ceiling light joint and rb, takes less time to stop swinging
Today
Make sure to reset ceiling light joints after a entering network range
Today
mannequin updates - updated all poses to have same hip height, widened stance - tweaked spawn point to remove floating feet - renamed altPose to idlePose
Today
added inspector buttons
Today
Phrase contexts
Today
Phrase update
Today
merge from mil_tunnel_terrain_ignore_fix3
Today
merge from decor_lighting_dlc/storepage
Today
Added wall cabinet to the storage category Updated pack description
Today
█▇▉▍▅▊▋▌ ▍▉▅█▇▆▌ ▊▌ █▋▆▅▇▆ ▉▅▍█▋▉▅ ▇▉▉▇▊▋▌▌▄ █▅█▇▆▉▋▊ ▊▅ ▌▊█▅▊▉ ▄▄▄▋▅▅▄▆
Today
Updated store assets
Fix any extra issues with auth (should've been using CanBuild)
Today
merge from gutting_stacksize_fix
Today
merge from tool_storage_phrase
Today
merge from spas12_vm_ironsights
Today
merge from homing_gesture_fix