201,486 Commits over 4,171 Days - 2.01cph!

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Clean: fix formatting Tests: none, trivial change
28 Minutes Ago
Bugfix: fix failing WaterLevel tests My ReadOnlySpan caused it, as we had hardcoded access to the global PlayerCache (which we don't use in tests). Tests: unit tests pass
32 Minutes Ago
Small Cleanups: - use Mathf.NextPowerOfTwo in BufferList - remove CommandMemoryBase.damage_bitmap - revert changes to MainCamera - remove FormerlySerializedAs in RendererLOD
35 Minutes Ago
Update: rename BasePlayer.playerCache member var -> BasePlayer.PlayerCache It was hiding the source of a bug, as func params have lower case name Tests: compiles in editor
51 Minutes Ago
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56 Minutes Ago
Cleaner main merge - cherrypicking 128391" class="changeset">128391 128397 128391" class="changeset">128391 128423 128434 128472 128477 128486 128488 128495 128531 128540 128542 128544 128575
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1 Hour Ago
Some refactoring, make sure prefab phrase contexts arent stomped when running the phrase update Fixed persistent assets in lists being explored as potential phrase contexts
1 Hour Ago
Clean: prefer ReadOnlySpan<BasePlayer> instead of playerCache where possible Makes it easier to guess things at a glance. Tests: ran all relevant unit tests(discovered WaterLevelTests are failing, will investigate next) + 2p session on craggy with UsePlayerUpdateJobs 2
1 Hour Ago
Indirect Instancing Integration Candidate 2
1 Hour Ago
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1 Hour Ago
convar to help test prepare for missions
1 Hour Ago
Revert back to simpler save method Abandon mission instead of trying to use reset to defaults
1 Hour Ago
Rebase on current /main
1 Hour Ago
Rebase on current /main
1 Hour Ago
Update: demote PlayersToFinalize, PlayersToValidate, PlayersToRecache from being global caches Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
1 Hour Ago
Update: demote PositionChanges from being a global cache Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
2 Hours Ago
Keep instancing disabled by default
2 Hours Ago
Strip debug code out into separate files
2 Hours Ago
Remove old unused arrays
3 Hours Ago
Merge: from occlusion_rework - Fix for occlusion queries not being commutative - Reenable occlusion frame cache and expand it's use to full frame - Server occlusion deduplicates queries - minor API restructure (might affect mods)
3 Hours Ago
Optim: ServerUpdateParallel - update player subscription groups just before we run sever occlusion update This ensures that server occlusion frame cache is built from up-to-date occluders, and allows to save on more occlusion checks downstream in ConnectedPlayersUpdate Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
3 Hours Ago
Remove old unused job code
3 Hours Ago
- Properly support material property blocks (for real this time) - Disregard LOD minimum distance for the 0th LOD entry to prevent objects hiding from getting too close to them. - Fix ConVars - Various cleanups
3 Hours Ago
More progress on bunker outside blockout WIP
4 Hours Ago
Clean: split up FinalizeTickParallel monstrosity This is end of prep to rearrange systems for better occlusion cache reuse Tests: 2p session on craggy with UsePlayerUpdateJobs 1 and 2
4 Hours Ago
Merged engine.json and phrases.json into a single file
4 Hours Ago
Phrase update only look for code declared phrases Added "Update Phrases Usage", which is basically the old update scanning the whole project, collecting everything and saving where phrases are used
4 Hours Ago
Created prefabs and icons for charity plushies 2 and 3. Updated charity plushie 02 mesh. Created icon for charity plushie 01
4 Hours Ago
Added zombie model along with the anims
6 Hours Ago
Update: add native list expand to GatherPlayersToUpdate No effect in current case, but can prevent surprise exceptions in the future if reused Tests: none, trivial change
Today
Clean: minor refactor of ServerUpdatePlayerTick Getting ready to shuffle system steps around, to re-expand occlusion cache and potentially reduce network traffic Tests: none, trivial changes
Today
Bugfix: avoid stale occlusion results for new occludeeds Didn't realize UpdateSubscriptions modifies occludees - this returns a bunch of overhead. Will try to fix next. Tests: none, trivial change
Today
Optim: deduplicate occlusion queries Saves 15-50% in 1k baseplayer pairs parallel occlusion perf tests. Tests: occlusion unit tests
Today
Chandelier - adjusted alpha cutoff value for bike chain materials
Rin
Today
merge from main
more_browser_fixes -> main
Fix bug showing 'prioritise premium' as being off even though it was on
Today
merge from tmp_error_fix
Today
Compile fix
Today
merge from tmp_error_fix
Today
FillCharacterVertexBuffers error fix attempt, backported from a never TMP version
Set 'ShowEmpty' to false by default Update tab boxes on open
Today
Update from media_projects
Today
Crappy visualization method of connected links so I can make a video of it working
Today
Handle case of one face connecting to two other faces with the same angle by choosing the face that is closer - bottom face of wall connecting to top + bottom faces of a wall via the side socket - fixes so bottom <-> bottom and top <-> top since they are closer
Today
Fix dot product of normals missing `Mathf.Abs()` causing it not to catch special case of 180 degrees