140,352 Commits over 4,505 Days - 1.30cph!
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
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
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
add a way to pin/favorite commands
merge from powerplant_wire_fix
merge from shadow_caching_nvg_bug_fix
merge from fix_gasstation_bettercarloot
merge from nvg_trophy_fix
merge from satcom_monumentinfo_removal
merge from PlayerMaintainedMonuments
add a scene icon next to commands that open scenes
move command palette to the tools dropdown
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
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)
After grab all the changes to building blocks to define faces, edges, etc
Grab reserialized building block prefabs first
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
merge from chineselantern_pickup_fix
Fix a barrel spawn clipping inside the recycler in harbor 1, S2P
Unlocked garage doors no longer require build priv to pick up (consistent with all other doors)
Fix clipping vehicle parts crate on junkpile i
Fix a floating piece of paper in ghostship d
Chinese lanterns and jackolanterns can now be picked up with fuel inside, like regular lantern
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
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
Drain pass optimisation, evaluators now set what kind of update (input, state or persistent state) can set the drain as dirty
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!)
Merge: from unitask_threadpoolawaitable_fix
- Bugfix for deadlocking when frequently moving tasks to thread pool
Tests: ran unit test - passes
Bugfix: fix races in parameter caches when slamming SwitchToThreadPool
- UniTask synced up to commit c995d2b
Tests: ran SwitchToThreadPool test - now passes
New(tests): add TaskTests.SwitchToThreadPool that reproduces deadlock reported by community
Tests: gets stuck as expected when PooledRunners are active
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
Fixed material not being applied in 3rd person
Fixed honey bandage position not being the same as the regular bandage in 3rd person
Cleanup wolf foundation jump test
Fixed save load path registeringcomponents twice
Add test for wolf leap on foundation, not cleaned up yet
Updated all IO tests to the new syntax
Rename navpos to navVector3, as it can also be a direction / delta, delete old navVector3, fix compile errors
Fix world space leak in wolf and tiger leaps, fix eqs donut potentially using uninitialized garbage nav nextPosition
Initial work to create dedicated navmesh position