131,279 Commits over 4,232 Days - 1.29cph!

Just Now
missing TankTop file
6 Minutes Ago
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6 Minutes Ago
merge from main
7 Minutes Ago
removing more unused prefab setup
7 Minutes Ago
merge from gui_cleanup
11 Minutes Ago
removing more dead code
25 Minutes Ago
got the admin panel working for sculptures again
27 Minutes Ago
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57 Minutes Ago
Naval scientist variation art
60 Minutes Ago
removed a bunch of disabled stuff from the dialogue prefab
1 Hour Ago
Possibly fixed MeshCull objects not being affected by occlusion culling
1 Hour Ago
routed saving properly
1 Hour Ago
Commands tab for useful and common commands
1 Hour Ago
Include legacy shelter in spawn_all_deployables command, was excluded previously to prevent an error
1 Hour Ago
Tank Top repose male/female
1 Hour Ago
Collared Shirt repose male/female
1 Hour Ago
removed some leftover signui stuff, float values used for sizing as it now supports that
2 Hours Ago
powerplant update
2 Hours Ago
merge from powerplant_dropzone
2 Hours Ago
airfield, excavator, launch site, military tunnels, nuclear missile silo, powerplant, trainyard and water treatment plant now playable from the scene - few misc errors need cleaning up, terrain components largely out of date across scenes - continue to use monument island for procgen like experience
2 Hours Ago
Loadouts tab styling
3 Hours Ago
drop zone moved, prevents hackable dropping on lighting
4 Hours Ago
merge from fillwater_improvements
4 Hours Ago
merge from helicopter_flare_balance_pass
4 Hours Ago
merge from harbor_swingbridge_parent_fix
4 Hours Ago
merge from m15_3p_emmisive_fix
4 Hours Ago
merge from tactical_gloves_skinnable - tac gloves now skinnable
4 Hours Ago
merge from rivals
Today
Culling.env is no longer admin only Added culling.skinnedRenderers, controls the player/animals culling system Both culling.env and culling.skinnedRenderers require culling.toggle to be active, turning this convar off will turn both related convars off
Today
Merge from food_qol
Today
Fixed items held in sub inventories (backpcks, fishing rods) not calculating biome temperature correctly
Today
Merge from main
Today
Don't allow the deep sea terrain config to load if the player is in the tutorial
Today
Merge from parent
Today
Cherry pick 136869 to expose bake heightmap shortcut, useful outside of hackweeks
Today
Fixed missing ghost ship map marker
Today
Merge from fog_multithread_fix
Today
Move test scene
Today
Today
Compile fix
Today
FIxed deep sea fog of war being filed with mismatching part ids on the server, preventing it form loading on the client after reconnecting
Today
Expose shortcut Terrain/Bake Heightmap in shortcuts window
Today
Today
Splatting
Today
Saving/loading
Today
Setup a paint save testing scene to finally get to the bottom of the multithread fog of war issues
Today
Fix "ShouldBeRunning()" getting inverted during refactor
Today
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
Today
Strip PropRenderer from spawned objects Can't use PrefabAttribute due to assembly limitations so came up with a simpler approach Probably not worth it, a memory sample from a large base showed only 0.7mb of these components (across 1885 of them though) Would still need some bespoke handling for HideDuringRender usages, likely via a new component
Today
Add convars to control pool refilling - refill_max_concurrency (default max 5 jobs queued) - refill_mode (0 = off, 1 = main thread, 2 = InstantiateAsync) - refill_immutable_optimization (assumes source prefab isn't being modified) - refill_max_per_job (max number of prefabs submitted per job (default 30) Better detection when no work is being done and avoiding burning the budget Target refilling each pool to 50% to avoid constantly deleting extra prefabs if the pool is always full - hardcoded for now Simplify main thread refilling, don't worry about overshooting budget since it can be set small and we want to move to async which doesn't risk overshooting