201,523 Commits over 4,171 Days - 2.01cph!

16 Minutes Ago
Fixed store new items sequence only showing one featured items
16 Minutes Ago
merge from store_newitems_fix
33 Minutes Ago
merge from glowdetection_tool_fix
34 Minutes Ago
Fixed skin glow tester not keeping previous weeks results
1 Hour Ago
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1 Hour Ago
Cozy Beanbag Seat - Added new material variation, changed both materials to use met-smooth instead of spec-smooth, improved gibs, some other prefab configs
3 Hours Ago
Figure out why blocks don't want to connect to their opposite side
3 Hours Ago
merge from main
3 Hours Ago
Fixed phrase contexts update catching RustText set to localized false
3 Hours Ago
Updated phrase finder window
5 Hours Ago
Fixed phrases using the same key and english being ignored by the phrase update
5 Hours Ago
Fixed bbq loot panel title
6 Hours Ago
Connect together faces when entity links update
6 Hours Ago
Fix debug points for walls
6 Hours Ago
Bugfix: players go back to sleep on disconnect on a server with UsePlayerUpdateJobs 2 This looked scarrier than it ended up being. One concern left to investigate - looks like I'llbe able to merge it in tomorrow Tests: 2p session on craggy with UsePlayerUpdateJobs 2
Today
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Today
Fixed 4 conflictings phrases - setfreq_desc - spin_desc - drink_desc - open_loot
Today
Skip phrases in EntityMenu.cs, we catch these by attributes
Today
Added a check looking for unused phrases and conflicts Removed some unused/duped phrases
Today
Add debug points to faces so we can ddraw better visualizations for the faces
Today
Fix backface check for 180 degree faces not working due to needing a bigger offset with the normal
Today
Make logging "a little clearer"
Today
Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
Today
Linearise colour values before storing them in the instance data buffer
Today
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Today
Some fixes for the phrase contexts update, it wasn't catching everything
Today
Cleanup/polish indirect instancing tools
Today
more WIP on bunker entrance
Today
Optim: NetworkPositionTick - skip transform access Tests: none, trivial change
Today
Optim: inline virtual calls in SendNetworkPositions and skip transform access Tests: 2p seesion on Craggy with UsePlayerUpdateJobs 2
Today
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Today
Tooltips now use phrases Converted and reserialized all UI prefabs using tooltips (~130 prefabs)
Today
Update: simplify SendNetworkPositions Decided against parallelizing with tasks as it looks to be taking only ~0.3ms on a 350pop server Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
Today
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Today
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Today
Clean: fix formatting Tests: none, trivial change
Today
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
Today
Small Cleanups: - use Mathf.NextPowerOfTwo in BufferList - remove CommandMemoryBase.damage_bitmap - revert changes to MainCamera - remove FormerlySerializedAs in RendererLOD
Today
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
Today
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Today
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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Today
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
Today
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
Today
Indirect Instancing Integration Candidate 2