128,301 Commits over 4,201 Days - 1.27cph!

22 Minutes Ago
Keep aim dir on cannons local whenever they're parented(to a boat), change all of the writes to aim dir to assume the same.
29 Minutes Ago
merge from ui_overhead_optims
29 Minutes Ago
Fixed chat and sleeping bag clusters texts appearing blurry
31 Minutes Ago
Cannon FX restoration. Nested them as standalone prefabs.
38 Minutes Ago
merge from ui_overhead_optims
39 Minutes Ago
Added hierarchy path for non menu, game or engine UI in printCanvases command. Easier to spot canvases from entities
47 Minutes Ago
Fixed F1 tools tab hud toggles not initializing correctly following 133710, causing half of the hud to disappear when opened
52 Minutes Ago
Merge from naval_update
1 Hour Ago
A whole marathon of Indirect Instancing changes: - Schedule all jobs at the beginning of LateUpdate() for better worker utilisation. - Further improve scheduling behavior by modeling actual dependencies between jobs using writes_to_* and reads_from_* handles. - Allow instance reordering and command aggregation to run in paralell to give even more flexibility to the scheduler. - Run the debug overlay (where possible) in parallel with the jobs to improve performance - Avoid garbage allocation when scheduling the frustum culling job. (GeometryUtility.CalculateFrustumPlanes) - Schedule all jobs using ScheduleByRef. - Correctly set `[ReadOnly]` and `readonly` for all jobs to help Burst as much as possible. - Make batch size tunable: `indirect_instancing.batches_per_worker` - Add somewhat automatic instrumentation to CrudeProfiler via `using` statements. - Add ProfilerMarker to mimic what Unity 6 is doing with `using` statements. (Still need to verify it this compiles out properly.) - Add more profiler instrumentation. - Rename a ton of things for clarity. - Remove CommandBuffer. We won't need it where we're going.
1 Hour Ago
Slot machine optimisation pass - halved the file size of the prefab, removed all skinned renderers Removed all allocations from client side invokes Don't spawn the payout UI elements until the player is with 15m (when the canvas would enable)
1 Hour Ago
merge from fix_chat_messages_logs -> main
1 Hour Ago
Fix compile error on linux server build
1 Hour Ago
Fix chat messages not being logged to the logfile, only to the server console
1 Hour Ago
merge from main (using main version of all the prefabs changed by a manifest update in naval)
2 Hours Ago
merge from update_manifest_oct_25 -> main
2 Hours Ago
Fixed farm barge NPC opening door too early
2 Hours Ago
Prefab changes after generating manifest
2 Hours Ago
Manifest after updating
2 Hours Ago
Skin manifest
2 Hours Ago
merge from ui_overhead_optimms
3 Hours Ago
Merge from floating_cities
3 Hours Ago
Delete client_modding ophaned prefab to fix GenerateManifest() throwing exception
3 Hours Ago
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4 Hours Ago
Spawns. Splat polish.
4 Hours Ago
Fixed hudcomponent command messing with all these optims, we now toggle gameobjects only and keep the canvases untouched
4 Hours Ago
Crosshair disables its canvas when hidden
4 Hours Ago
floating city 4 latest
4 Hours Ago
Now disable their canvas when invisible: Rock paper scissors Camera overlay Scope overlay Fixed blackout overlays not turning off completely
5 Hours Ago
Spawning progress/backup
5 Hours Ago
main -> unskinned_windmill
5 Hours Ago
scientist_boat_fixes -> naval_update
5 Hours Ago
Up scientist boat count from 12 to 36 (might scale with server pop in the future)
5 Hours Ago
Dont global breadcast deep sea boat spawning - should prevent weird issues... scientists being without the boat?
6 Hours Ago
merge from main
6 Hours Ago
Now disable their canvas when invisible: - Reticle - Player names - Demo recorder saved - Vital notices Removed canvases on farmable animal, sleeping bag name, io entity
6 Hours Ago
merge from fix_workshop_dof -> main
6 Hours Ago
cherry pick: fix workshop DepthOfField inconsistencies
6 Hours Ago
DepthOfField workshop fix
Today
Fix crash when changing mesh quality levels near a ghost ship
Today
Fixed TreeSway causing graphical glitches with Flashlight * The core issue was that value of `pShaderAPI->CurrentTime()` changed mid-frame, so some mesh would render with one time value, and then depthWrite shader would render the shadows for that mesh with a different timestamp, all within the same frame. Now we cache the time at frame start, fixing this and possibly other issues. $basetexturetransform support for DepthWrite (alpha tested materials) Prevent potential crashes on changelevel to do with color correction Pull request: Minor loading screen cleanups Disallow spawning SWEPs without models via spawnmenu * Weapons like the built-in fists, that are just invisible when spawned in (middle mouse click) Allow duplicating HL2 weapons from spawnmenu via duplicator as non admin Speed up entry animations for the 3 PHX seats * From 3 seconds to 1 second, like the other seats Fixed 2D skybox not rendering in water reflections without 3d skybox * When the water material specified "render 3D skybox", but map has no 3d skybox.
Today
Removed canvas on health vital, use a canvas group instead
Today
Merge from sail_rotate
Casino bugfixes Interior bounce lights will again be always on Tweaked padding pool area to make it possible to access and leave the padding pool easier Static discoball prefab Progress on the static pool / not fully functional yet Added bar shopkeeper
Today
Loading screen and developer tools (console) toggle their canvases Removed the old "UI - Scaled" canvas in EngineUI, has been replaced by "UI - Scaled_1080p"
Today
RPG7 - updated sling in world model
Today
Now disable their canvas when invisible: - Net graph - UI background - Demo playback UI - Tutorial help popups
Today
merge from fix_workshop_bodypart_clipping -> main
Today
- Added anims and controller for boat building station - swapped out static for rigged mesh in .deployed - deleted blockout mesh
Today
Workshop fix censored player model parts causing clipping
Today
Allow diving tank to be refilled and repair bench