201,593 Commits over 4,171 Days - 2.01cph!

3 Days Ago
Cleanup/polish indirect instancing tools
3 Days Ago
more WIP on bunker entrance
3 Days Ago
Optim: NetworkPositionTick - skip transform access Tests: none, trivial change
3 Days Ago
Optim: inline virtual calls in SendNetworkPositions and skip transform access Tests: 2p seesion on Craggy with UsePlayerUpdateJobs 2
3 Days Ago
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Tooltips now use phrases Converted and reserialized all UI prefabs using tooltips (~130 prefabs)
3 Days Ago
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
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Clean: fix formatting Tests: none, trivial change
3 Days 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
3 Days Ago
Small Cleanups: - use Mathf.NextPowerOfTwo in BufferList - remove CommandMemoryBase.damage_bitmap - revert changes to MainCamera - remove FormerlySerializedAs in RendererLOD
3 Days 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
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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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3 Days 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
3 Days 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
3 Days Ago
Indirect Instancing Integration Candidate 2
3 Days Ago
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3 Days Ago
convar to help test prepare for missions
3 Days Ago
Revert back to simpler save method Abandon mission instead of trying to use reset to defaults
3 Days Ago
Rebase on current /main
3 Days Ago
Rebase on current /main
3 Days Ago
Update: demote PlayersToFinalize, PlayersToValidate, PlayersToRecache from being global caches Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
3 Days Ago
Update: demote PositionChanges from being a global cache Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
3 Days Ago
Keep instancing disabled by default
3 Days Ago
Strip debug code out into separate files
3 Days Ago
Remove old unused arrays
3 Days 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 Days 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 Days Ago
Remove old unused job code
3 Days 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 Days Ago
More progress on bunker outside blockout WIP
3 Days 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
3 Days Ago
Merged engine.json and phrases.json into a single file
3 Days 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
3 Days Ago
Created prefabs and icons for charity plushies 2 and 3. Updated charity plushie 02 mesh. Created icon for charity plushie 01
3 Days Ago
Added zombie model along with the anims
3 Days 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
3 Days Ago
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
3 Days Ago
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
3 Days Ago
Optim: deduplicate occlusion queries Saves 15-50% in 1k baseplayer pairs parallel occlusion perf tests. Tests: occlusion unit tests
3 Days Ago
Chandelier - adjusted alpha cutoff value for bike chain materials
Rin
4 Days Ago
merge from main
4 Days Ago
more_browser_fixes -> main
4 Days Ago
Fix bug showing 'prioritise premium' as being off even though it was on
4 Days Ago
merge from tmp_error_fix
4 Days Ago
Compile fix