140,354 Commits over 4,505 Days - 1.30cph!

1 Hour Ago
Compile fix
2 Hours Ago
Merge: from mt_snapshot_saving - Bugfix for thread race in Jobs 4 mode when saving BasePlayer Tests: booted craggyisland_missions, completed a mission
2 Hours Ago
Bugfix: avoid a thread race on PlayerState MRU dictionary when saving BasePlayer - use readonly access in Save that doesn't update MRU - push to cache on player connect Tests: ran CraggyIsland_missions, completed a mission - saw states change in UI
3 Hours Ago
Update: avoid calling db queries when saving BasePlayer.PersistentPlayerInfo - instead resolved on player join It should be safe according to docs(mt calls are serialized), but this way is just simpler. Tests: booted into craggy
4 Hours Ago
Update: implement UnsafeScriptingAcccess.SwitchToMultithreading awaitable Works with ConVar.Unsafe.UseMultithreadedScripting to either keep task on main thread of offload it to thread pool Tests: TLSTest script, with covnar being in both states after system runs
4 Hours Ago
Merge: from main
4 Hours Ago
Compile fix
4 Hours Ago
add a way to pin/favorite commands
5 Hours Ago
merge from sail_optim
5 Hours Ago
merge from clan_misc
5 Hours Ago
merge from masterkey
5 Hours Ago
merge from powerplant_wire_fix
5 Hours Ago
merge from shadow_caching_nvg_bug_fix
5 Hours Ago
merge from fix_gasstation_bettercarloot
5 Hours Ago
merge from nvg_trophy_fix
5 Hours Ago
merge from satcom_monumentinfo_removal
5 Hours Ago
merge from PlayerMaintainedMonuments
5 Hours Ago
Merge from nexus_fixes
5 Hours Ago
Codegen
5 Hours Ago
add a scene icon next to commands that open scenes
5 Hours Ago
move command palette to the tools dropdown
6 Hours Ago
Merge from main
6 Hours Ago
Wrap nexus clan backend calls in try catches so the RPCs report errors back to the client instead of timing out waiting for a response
6 Hours Ago
Improved position checks when ejecting things off the ferry so they shouldn't clip into things or be on top of other things Depends on entity bounds which should be correct (hopefully always)
Today
After grab all the changes to building blocks to define faces, edges, etc
Today
Grab reserialized building block prefabs first
Today
Cherrypick the semi-converted version of full base heating from previous hackweeks - full base heating was supposed to be the prototype of serversided base culling but we doing it in reverse now
Today
merge from chineselantern_pickup_fix
Today
Fix a barrel spawn clipping inside the recycler in harbor 1, S2P
Today
Unlocked garage doors no longer require build priv to pick up (consistent with all other doors)
Today
Fix clipping vehicle parts crate on junkpile i
Today
Fix a floating piece of paper in ghostship d
Today
Chinese lanterns and jackolanterns can now be picked up with fuel inside, like regular lantern
Yesterday
Clean: do TLS search after assemblies loaded, not after domain reload - add comments - add temp scene and TLS test script (will remove later) Tests: ran temp scene
Yesterday
Update: rewrite UnsafeScriptingAccess to search for TLS slot dynamically - ran codegen Weirdly SwitchToMultithreading doesn't work, might be my UniTask todo Tests: on windows, using local scripts was able to get and read transform pos
Yesterday
Drain pass optimisation, evaluators now set what kind of update (input, state or persistent state) can set the drain as dirty
Yesterday
Ferry reliability improvements: * Prefer online, not full zones on its schedule * Retire ferries if they have no valid server to go to anymore * Ferries now lock in their destination when stopping at the ferry terminal dock so they can't switch mid-trip * Fixed a few bugs with the ferry terminal's ETA signs * Fixed the server spawning missing ferries without making sure that the area is clear first (they spawn at the dock!)
Yesterday
Merge: from main
Yesterday
Merge: from unitask_threadpoolawaitable_fix - Bugfix for deadlocking when frequently moving tasks to thread pool Tests: ran unit test - passes
Yesterday
Bugfix: fix races in parameter caches when slamming SwitchToThreadPool - UniTask synced up to commit c995d2b Tests: ran SwitchToThreadPool test - now passes
Yesterday
New(tests): add TaskTests.SwitchToThreadPool that reproduces deadlock reported by community Tests: gets stuck as expected when PooledRunners are active
Yesterday
Boat sail optimization, LOD2 and LOD3 now switch to newly baked static meshes (with lowered/raised variants) instead of the skinned mesh renderers, so they can be batched Replaced animator string usage
Yesterday
Fixed material not being applied in 3rd person Fixed honey bandage position not being the same as the regular bandage in 3rd person
Yesterday
Cleanup wolf foundation jump test
Yesterday
Merge from main
Yesterday
Fixed save load path registeringcomponents twice
Yesterday
Add test for wolf leap on foundation, not cleaned up yet
Yesterday
Updated all IO tests to the new syntax
Yesterday
merge from main
Yesterday
Rename navpos to navVector3, as it can also be a direction / delta, delete old navVector3, fix compile errors