129,319 Commits over 4,201 Days - 1.28cph!

Just Now
scientist_boats_gameplay_2 -> naval_update
5 Minutes Ago
compile fixes
8 Minutes Ago
Removed gibbable script from barricade stones in casino barge
8 Minutes Ago
Re trigger animator to fix issues with mounting helis.
10 Minutes Ago
merge from deployguide_swamp_brightness_fix
12 Minutes Ago
fix deploy guide darkening when entering swamp
26 Minutes Ago
Destroy graphs on disable and recreate them
44 Minutes Ago
merge from naval_update
54 Minutes Ago
Toned down the waves when crossing the portal as its client only
1 Hour Ago
Merge: from baseplayer_serverupdateparallel - Optimizes ServerOcclusion by reordering work and reducing number of pairs considered - Optimizes parallel snapshot send out by reducing Pool contention - General optims via reduced profiler instrumentation (new ServerProfiler.Core binaries) Tests: 2p session on craggy with teleporting around and various occlusion scenarios (invis, dead, normal occluded, in view)
1 Hour Ago
Merge: from main
1 Hour Ago
merge from naval_update/block_items_boats
1 Hour Ago
Setup playable graph for other players after animator warm up to fix crash during animator.update.
1 Hour Ago
Block all items not deployable on tugboats on player boats as well
2 Hours Ago
Wolf Headdress improved skinning
2 Hours Ago
Removed entity scripts from ocean_buoy_static since they didn't float anyway and should save some performance Scene2prefab
2 Hours Ago
Wolf Headdress updated
3 Hours Ago
Skinning fix for 50 cal front left
3 Hours Ago
Update: new ServerProfiler with more filters - Built on 276b03cf Excludes a bunch of BasePlayer, BaseEntity, BaseNetworkable light functions, Native calls to RakNet and EAC, StableCache iterators. Tests: booted in editor, took a snapshot of 10 frames
3 Hours Ago
Merged mannequin changes branch into floating cities
3 Hours Ago
Updating flare rig
3 Hours Ago
Material ID reduction on some floating walkway pieces
3 Hours Ago
▅▍▋█▍ ▌▊█▅▋▍▅▉ ▍▍▌██▄▅▍▊ ▌█▆▅ ▄█▇▆▆▆
3 Hours Ago
Krieg shotgun viewmodel updates - Camera shake now matches pump - Added camere effect to ADS fire - Only plays the ADS fire if staying in that state - Blend/transition updates in the animator
3 Hours Ago
Added leg and feet separation to the mannequins
4 Hours Ago
- Add ability to hide mission markers on map and compass per objective. Set this up for underwater labs mission, so compass marker disappears whilst within the vicinity of the lab. Marker stays visible on map to indicate the general mission area - Modify mission location to belong to each objective rather than a single mission location belonging to the mission instance to enable having more than one marker for a mission active at once (not fully setup yet) - Add some client equivalent methods on missions for Think and OnObjectiveStart. Did not end up using these but leaving them as could be useful - Separate out the methods for flagging missions protobuf data as dirty and saving that data. Saved a few instances where we were uneccessarily generating and sending data more than once in a server update cycle - Made ObjectiveStatus poolable and removed associated allocations - Fix kill entity mission objectives being incremented twice if kills from team members are enabled - Fix mission fail timer not using Unix time - Bump network protocol due to updated protobuf
4 Hours Ago
removed all the debug logs I forgot about
4 Hours Ago
added TriggerParentDelayedExit that defers Unparenting by small amount, allows bridging small gaps in parent volumes seemlessly without needing to find them algorithmically - replaced all TriggerParnet in BoatBuildingBlocks with this
4 Hours Ago
Enable repair for boat building station
4 Hours Ago
▋▆ ▉▄▋▍ ██▅▌ ▆▊▉▊
5 Hours Ago
Merge from boat_building
5 Hours Ago
Merge from parent
5 Hours Ago
Floating city 3 / replaced redundant entities / scene2prefab
5 Hours Ago
Remove dismount transforms from PlayerBoat prefab
5 Hours Ago
█▅▌▄█▊▅██_▊▌▋▍▇▍▄▌ ▌▆▉▄▆
5 Hours Ago
Optim: Set Pool<BufferStream> capacity to 32k (sum of NetRead and NetWrite caps) We end up eating up default capacity on busy servers(1.1k BufferStreams on 330p server), causing allocs. This should help avoid that. Tests: none, trivial change
5 Hours Ago
Shortened bird poo decal effect. Cabin no longer enterable
5 Hours Ago
Remove dismount overrides from PlayerBoat now they're not needed
5 Hours Ago
Renaming paintball rig
5 Hours Ago
Adding paintball gun rig
5 Hours Ago
merge from parenting_improvements
5 Hours Ago
compile fix for BaseMountable change - switched out client-incompatible check to an explicit disabling of the behaviour from the vehicle parent instead - set flag on PlayerBoat only
5 Hours Ago
Refactors to LoadedAmmoWorldModel from feedback
5 Hours Ago
Optim: UsePlayerTasks - pre-allocate NetWrites when sending snapshot queues This should reduce contention on the Pool<NetWrite>'s lock and let worker threads blast as fast as possible. Will need to revisit after measuring the pre-alloc overhead for main thread. Tests: On Craggy with UsePlayerUpdateJobs 2 flew away from island's network range then back - entities were where there have been before flying away.
6 Hours Ago
Restore return for invalid dismount positions, not affecting us anymore after moving seat positions
6 Hours Ago
Replaced redundant entities with props in all floating city barges and walkway prefabs Created a prop version of the electric furnace prefab
6 Hours Ago
Large oilrig S2P (fixes old scientists spawning again after merge from main 134314)
6 Hours Ago
merge from parenting_improvements - just the stairs parenting volume
6 Hours Ago
gave boat stairs their own parenting trigger volume
6 Hours Ago
Merge from bbb_deploy_changes