138,728 Commits over 4,474 Days - 1.29cph!

20 Minutes Ago
Adjusted `consolehistorysize` default value to 50, fixed it being off by one Adjusting the convar will now trim the history entries if the convar is smaller than the history count
25 Minutes Ago
fix not being able to shoot dartboard fix dart scoring offset by 9 degrees added more debug logs (behind convar) to track down multiplayer build issues
49 Minutes Ago
Replaced .png detail normals to .tga among minor tweaks to the rubble materials
60 Minutes Ago
Fix for very long strings moving alongside the caret when moving it to the left, making it seem like the characters are being erased Only drag the string along if the caret is reaching the left or right edges of the console window
1 Hour Ago
Merge from analytics_apartment_events
1 Hour Ago
merge from main
1 Hour Ago
merge from game_room_dlc
1 Hour Ago
Merge: from mt_snapshot_saving - Bugfix for ExactArrayPool not being thread-safe Tests: TestMTSave
1 Hour Ago
Bugfix: rewrite ExactArrayPool to be a ConcurrentDictionary Was not MT safe for Jobs 4 parallel serialization as it could lazy initialize Tests: TestMTSave
1 Hour Ago
merge from water_treatment_plant_maintainables
1 Hour Ago
add grass displacement to pipes
1 Hour Ago
merge from water_treatment_plant_maintainables
2 Hours Ago
Update(tests): make SendEntityUpdates perf test spawn as many recievers as threads available Allows to fully saturate the CPU in a test, giving a bit fairer comparison between Jobs 3 and 4 Tests: ran new test
2 Hours Ago
merge from ragdoll_selfcollision_fix
3 Hours Ago
re-enabled ragdoll<->ragdoll collision
3 Hours Ago
merge from PlayerMaintainedMonuments
3 Hours Ago
Merge: from mt_snapshot_saving - Optim: in UsePlayerUpdateJobs 4 entitiy saving for network is done in parallel. Use server.ParallelNetworkQueueBatchSize to tweak number of tasks Tests: 2k procgen, built a base and a boat, rode vehicle, heli, zipline, boat, horse, fly across the world. ran all TestMTSave unit tests
3 Hours Ago
merge from demo_browser_search
3 Hours Ago
Clean: fixed whitespacing Tests: none, trivial change
3 Hours Ago
Added a search bar to the demo browser window
3 Hours Ago
Merge: from main
4 Hours Ago
merge from siegeweapon_firedamage
4 Hours Ago
Buildfix: add missing server guard Tests: compile sim
4 Hours Ago
Compile fix
4 Hours Ago
Different approach so it doesnt impact incendiary ammo damage on vehicles: - FireBall can only damage vehicles of type BaseSiegeWeapon - Revert the vehicles heat protection changes
4 Hours Ago
Update: add an default TransformHandle check to TransformEx.Unsafe.ExtractTranformAccess Better we lose a smidge of perf than have a native crash Tests: ran all TestMTSave
4 Hours Ago
Update: add GetPosMT and GetRotMT to TransformEx - bugfix Elevator Save accessing transform chcked internals, should be safe Tests: fly across all of 2.5k procgen, no errors triggered
4 Hours Ago
dartboard - updated icon (made icon a bit brighter) - updated prefab
4 Hours Ago
Bugfix: avoid resolving transformHandle on an optional BatteringRam.doorPhysicsHinge Checked other cases I've modified, rest are required Tests: none, trivial change
4 Hours Ago
Bugfix: resolve game controlelr at init of BaseCardGameEntity - use cached controller instead of trying to lazy create it in Save Avoids invoking non MT-safe APIs in save Tests: visited bandit camp on procgen, no errors. Ran TestMTSave tests
5 Hours Ago
Bugfix: avoid NRE if bike doesn't have a sidecar Tests: spawned a motorbike
5 Hours Ago
Merge from main
5 Hours Ago
spawning baseplate properly in sculpt ui
bot
5 Hours Ago
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5 Hours Ago
Nest egg hat T1 workbench (To match wolf headdress as it has the same stats)
5 Hours Ago
Update(tests): TestServer now also creates a dummy BiomeMap Not sure why pre-merge TestMTSave(GrowableEntity) didn't trip over, but sorted now Tests: all TestMTSave
5 Hours Ago
Boat vendor now sells an actual Kayak and Paddle, not a blueprint
6 Hours Ago
adjusted msg length limit
6 Hours Ago
Merge: from main
6 Hours Ago
sanity limits on sculpt update rpc msg
6 Hours Ago
Clean: add comments for new perf test Tests: none, trivial change
6 Hours 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
Today
Update(tests): assign prefabIDs to entities created in TestServer Avoids tests derping out trying to save global managers/players Tests: SendEntityUpdates perf test passes
Today
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)
Today
Flare animator and animation updates
Today
¬! Dummy commit
Field rename for the OnClanUpdate event
Today
Wolf headdress (And lunar mask skins) require T1 workbench to craft
Today
check for buffer failure in sculpture update