127,911 Commits over 4,201 Days - 1.27cph!

4 Minutes Ago
Buildfix: add missing namespace using Tests: none, trivial change
12 Minutes Ago
Merge: from analytics_track_menu_times - Client analytics now aggregates frametimes, lag spikes and gc events into InGame, MainMenu, Inventory, Crafting, Contacts and Map groups - Skip sending lag spikes and gc counts if there were none during performance logging tick Tests: observerd client_perf analytics ticks in editor with debug code
17 Minutes Ago
Clean: remove unused namespace using Tests: none, trivial change
22 Minutes Ago
Add bulk texture importing, to quickly load a skin within the workshop scene
23 Minutes Ago
Clean: remove debug logging Tests: compiles in editor
25 Minutes Ago
Optim: don't emmit lag spikes and gc counts if there weren't any during analytics ticks Tests: observed couple client_perf ticks in editor
30 Minutes Ago
Set some texts as non static in the server browser Restore the text caching in UI_Page, but only for non static texts
39 Minutes Ago
Fixed soft masks still wasting time masking when their root canvas is toggled
51 Minutes Ago
Merge from anchor_sockets
56 Minutes Ago
Using sight and flip pitch support for the rear turret Lets the rear sight skip by the ballistics check
57 Minutes Ago
Final tweaks and usability
1 Hour Ago
Bugfix: no more use-after-free for Frametimes - also reimplemented the fix from previous CL, as it was part of the problem Tests: in editor spawned on craggy and opened main menu for multiple client analytics ticks - no more exceptions
1 Hour Ago
Disable overlay canvas when the menu is not visible
1 Hour Ago
Commented UIExtraCallbacks, not used as UI particles aren't working in builds
1 Hour Ago
Disable the loading spinner gameobject in the home hero modal when its hidden, was causing canvas rebuilds
1 Hour Ago
Update: Client Analytics - categorize client frametimes, gc_count and lagspikes - Bugfixing leaking a couple List<TimeSpan> containers We now filter those out to InGame, MainMenu, Inventory, Crafting, Contacts and Map frame types and aggregate per type. Everything apart from InGame aggregates slightly reduced info set. New analytics is backwards compatible. Tests: left it running with debug logging. relevant info seems to come through. There's a bug with use-after-free of List<TimeSpan> - will fix next
1 Hour Ago
First implementation of hybrid monster meshes
1 Hour Ago
Ballistics::GetBulletHitPoint now supports an ignore entity, so that I dont need to make sure it has a clear LOS Minor rear PT Boat turret changes
1 Hour Ago
tropical2 s2p
1 Hour Ago
baked tropical2 shorevectors
1 Hour Ago
handle inactive terrain in bakes
1 Hour Ago
deep sea shorevector map initializes as ocean
1 Hour Ago
Prevent fire extinguisher from dismounting the current player on the pt boat
1 Hour Ago
hull.triangle sockets setup
1 Hour Ago
Initial setup to fix scientists trying to shoot through glass
1 Hour Ago
Fix scientist corpses showing "ScientistNPC2" in the loot panel, instead of the localized name for (previous commit didn't go through)
1 Hour Ago
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1 Hour Ago
Add debug.debugclippingchecks: - Prints out what colliders are causing cllipping to fail - Still keep the performant route for regular gameplay
1 Hour Ago
Fix scientist corpses showing "ScientistNPC2" in the loot panel, instead of the localized name for scientists
2 Hours Ago
Fixes, improvements, socket tweaks.
2 Hours Ago
Rejigged LODs in mannequin variants
2 Hours Ago
re-attached baked shore vectors after accepting source from last merge, reran s2p
2 Hours Ago
merge from deep_sea
2 Hours Ago
Fix player model playable graph NRE on other players.
2 Hours Ago
Remove log
2 Hours Ago
Removed the menu code caching and unregistering texts from TMP DoRebuild, not needed anymore
2 Hours Ago
Backported m_IsTextObjectScaleStatic field from newer TMP versions, that let us avoid the slow and useless (99% of the time) TMP_DoRebuild checking the scale of every registered texts every frame. Saves ~0.3ms every frame Default to true, we'll have to manually update all the texts getting their scale updated at runtime, don't think we have a lot of them
3 Hours Ago
Add more descriptive error logs to help find cause of NRE NpcBarkComponent.PlayConversation
3 Hours Ago
Fix Cannon.adminfire dict same key add error, ai noises now have a unique id for comparison purposes
3 Hours Ago
Set-up some prefab variants of mannequin for set dressing, replaced placeholder in supplies barge.
4 Hours Ago
PT boat turret update
4 Hours Ago
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4 Hours Ago
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4 Hours Ago
Better soft mask canvas caching
4 Hours Ago
Set boat scientist mission hunt objective to only progress if the objective has started
4 Hours Ago
More work arounds for dodgy clipping checks on the pt boat