138,691 Commits over 4,474 Days - 1.29cph!

16 Minutes Ago
Boat vendor now sells an actual Kayak and Paddle, not a blueprint
25 Minutes Ago
adjusted msg length limit
27 Minutes Ago
Merge: from main
27 Minutes Ago
sanity limits on sculpt update rpc msg
43 Minutes Ago
Clean: add comments for new perf test Tests: none, trivial change
50 Minutes Ago
New(tests): SendEntityUpdates perf test, creates a bunch(100, 1000, 10000) of players that get sent to 10 players Runs Jobs 3(parallelize dependency chains) vs Jobs 4(parallelize queues) serialization modes and whether to use network cache. Doesn't create any entity hierarchy (best case for Jobs 3). With network cache, Jobs 4 beats by ~2x (10k: 16ms vs 9ms), without cache Jobs 4 scales much better, up to 3x faster (10k: 62ms vs 14ms). Tests: ran SendEntityUpdates
1 Hour Ago
Update(tests): assign prefabIDs to entities created in TestServer Avoids tests derping out trying to save global managers/players Tests: SendEntityUpdates perf test passes
1 Hour Ago
Bugfix: fix double-free on a pooled buffer This was causing a buffer to be shared between 2 tasks when it was fetched from the pool, leading to chaos Tests: ran SendEntityUpdates perf test (gonna submit in a bit)
1 Hour Ago
Flare animator and animation updates
1 Hour Ago
¬! Dummy commit
1 Hour Ago
Field rename for the OnClanUpdate event
1 Hour Ago
Wolf headdress (And lunar mask skins) require T1 workbench to craft
1 Hour Ago
check for buffer failure in sculpture update
1 Hour Ago
cleaned up semi-useless chunk prefab
3 Hours Ago
merge from siegeweapon_firedamage
3 Hours Ago
Protection tweaks
4 Hours Ago
Made siege weapon vulnerable to fire (as intended initially) - Added vehicle world layer to all fireball prefabs - Set heat protection to 1 for all vehicles except siege weapons
4 Hours Ago
Today
Merge from sign_build_fix
Today
Remvoed standalone rentable shop sign prefabs, unused and throwing errors in builds due to incorrect DeferredMeshDecal setup
Today
Add 2nd return to util.IntersectRayWithPlane/WithTriangle - dist Adjust TextEntry scrolling to take into account language ID box Prevent invisible Projected Textures from rendering shadows Block, cheat and remove some cvars & commands * Blocked some more archived commands * Removed hud_jeephint_numentries, hud_takesshots, filesystem_report_buffered_io, r_shader_srgbread * Remove some stub XBox related presence system, removes `user_context` and `user_property` concommands Remove PyroVision leftovers * Removed shader, removed the overlay render code, removed CReplacementProxy material proxy (`replace_proxy`) * Removed a bunch of pyro_ convars
Today
Merge from lootspawn_stack_fix
Today
LootSpawn can no longer create item stacks in loot containers that are greater than the max stackable amount of an item Will now split the item into multiple stacks if needed
Today
merge from codegen_timings -> main
Today
Merge from bag_compass_marker
Today
Icons
Today
compile fix
Today
merge demoui 2 to main
Today
Include the time taken for SyncVar weaving in the "SyncVar weaving Sucess" log message that already exists
Today
Add Profiler.BeginSample() for code generator
Today
Rename the convar for toggling the new ui to `demo.newui` off by default, saves.
Today
merge from main
Today
- Fix not being able to duplicate scenes with puppets in it. - Add countdown to shot director - Show a preview of the dolly cam's current position in dolly edit mode - Snap current time to a keyframe's time when editing a dolly node - Add dof.debug to the demo options panel - Fix color grading sliders - Add a way to change the seed of any puppet. - Show demo filename instead of just the name in the UI..
Today
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Today
update skin list
Today
Merge from satellite_crash
Today
merge from high_wall_upkeep -> main
Today
Satellite FX progress
Today
Fix high walls that are connected to a building block without a TC not updating when the building block is destroyed - update during decay if the TC is destroyed or doesn't match their existing building - this could have happened with other deployables like shotgun traps but didn't really because it was only 1.5m range, not 16m range
Today
Added "repeatlast" console command, bind to a key and it repeats the last console command you manually used.
Today
Add "drawnearbybuildings <duration> <radius>" to show what building decay entities belong to Add "forcedecaytick" to force every decay entity on the server to run it's decay tick (to see if walls will reconnect to a building when decay is ran)
Today
Add ability to manually run decay ticks and bypass the "once per 10m limit"
Today
Replaced text ztest tracing to use lineOfSight checking instead (less restrictive)
Today
Better crate scattering rules.
Today
Make nest hat a wolf headdress skin too
Today
merge from airfield_maintainable_features (has S2P for airfield, gas station, and wtp)
Today
fix Gas Station, Airfield, and WTP maintainables to use generator.noreset.static prefab S2P for all 3 manifest for generator.noreset.static prefab
Today
merge from iteration_optims
Today
Fixed crashing when using `ddraw.use_instancing_for_text 1`
Today
Fix no domain reload and compile simulator toolbar buttons disappearing randomly for real this time