128,394 Commits over 4,201 Days - 1.27cph!

9 Minutes Ago
walkway roof tarp collider fixes
24 Minutes Ago
Casino converted paddling pool into a non-entity static object Static variants of broken down chippy arcade to reduce the number of entities in the scene Fixed bar merchant
51 Minutes Ago
edited naval large sails anims
52 Minutes Ago
undid change in file I don't remember touching (harmless)
1 Hour Ago
updated naval anchor animations
1 Hour Ago
allocation_reductions -> main
1 Hour Ago
code gen
1 Hour Ago
allocation_reductions -> main
2 Hours Ago
Bugfix: remove false-positive log for deferred player destroy - remove unnecessary override Discovered when spactating a player that constantly toggles invis. Doesn't fix the NRE itself, but further reduces false-positives. Still looking for the root cause Tests: spectated a player constantly toggling invis
2 Hours Ago
Preset list capacity on active renderer effects (stops list reallocations at runtime)
2 Hours Ago
Stop UI_Hero_Infobox keeping running its update method for no reason when the menu is hidden. Restore the update loop when menu is open again. Saves 40 bytes a frame
2 Hours Ago
Merge from boat_building
2 Hours Ago
Changed the order of steering wheel dismount positions so the nearest one is attempted first
2 Hours Ago
merge from small_engine_reverse
3 Hours Ago
menu options split between foward/reverse gear toggle - also fixed on/off options using the same string token by mistake
3 Hours Ago
Stop PostProcessingLayer stealing a whole 1 KB/s This was due to profiling using a formatted string, a very minor mistake that we paid in allocations on every client. - Profiling was using a formatted string in a hot loop - Hide this behind convar: graphics.detailed_postprocessing_profiling
3 Hours Ago
switched stair zipline platforms for flat platform ones
3 Hours Ago
exported updated 3p rpg skin anims
3 Hours Ago
Remove some dead code
3 Hours Ago
Fix DLSS breaking with GetTemporary. Pass a texture descriptor struct to ask for a random write texture.
3 Hours Ago
Quick cleanup after merge issue
3 Hours Ago
Small engine anim code/setup
3 Hours Ago
merge from small_engine_reverse
3 Hours Ago
Added a TimeWarning for the recalculation of UV distribution metrics when batching
3 Hours Ago
invert rudder control when reversing so it doesn't cancel out
3 Hours Ago
Dont allocate new RenderTextures every frame in PsotProcessLayer.RenderScale() Lets use RenderTexture.GetTemporary instead Savings in render loop (roughly): - AsyncTextureLoad.Texture (.4 ms) - Texture2D.LoadRawTextureData (.1 ms)
3 Hours Ago
Gave SmallEngine a reverse option, provides half the force backwards - TurnOn/TurnOff interactions are instant now and on the radial menu rather than holding
4 Hours Ago
Only requesting mipmap level change to items added to hotbar and clearing it for items removed from hotbar after 1 second
4 Hours Ago
missing manifest update for smallengine fuel storage (caused it not to be saved/loaded)
4 Hours Ago
Initial sqlite save/load for relationship manager - For now only save/load last team index to db, ensures in the event of a relationship manager rollback we will never have duplicate team ids - Remove dead RelationshipManager-Bags code
4 Hours Ago
Save 40 bytes a frame in UIChat. 'FindWith' was allocating a lambda, replace with a simple loop
4 Hours Ago
Stop HurtOverlay allocating 36 bytes a frame. Was boxing a float into Mathf.Max() with a single value?
4 Hours Ago
oil rig foot b lods and collision
5 Hours Ago
unskinned_windmill -> main
5 Hours Ago
More lod adjustments
5 Hours Ago
LOD improvements (match sail and vain)
6 Hours Ago
- Changes to how conversation data is saved from the dialogue editor graph - Fix oil rig mission item shortname - Dialogue options populated through a mission list node now display a mission icon next to the dialogue choice, indicating the option is a mission name. Added flex elements to dialogue option UI to support this - Fixed issue where displayed dialogue option number could be wrong when displaying a mission list node - Can now talk to NPC's whilst using noclip
6 Hours Ago
Boat door colliders: convex solution that has a hole for glass collider to work
6 Hours Ago
▋▉▅▅█ ▊█▌▅ ▉▍▋▅▄▋▉_▍▇▇▍▉▍
6 Hours Ago
Small engine prefab update
6 Hours Ago
more precise colliders for modular boat low walls
6 Hours Ago
Halloween_25_Update -> main
6 Hours Ago
Setting the requested mimap levels on all hotbar items
Today
Merge from small_engine
Today
Allow all door types on player boats
Today
Bugfix: reduce error false-positives by ensuring bot IDs never overlap - Permit random overlap once we exhaust MaxBotIdRange ids (which is old behavior) but emit an error Because we always picked a random bot ID, it was possible that there'd be an overlap and it could confuse dependent systems (like my logging for the NRE). Hoping this reduces false-positive error logging. Tests: in editor spawned a couple players and killed them, then monitored the ID queue with debugger
Today
boatbuilding platform anim updates
Today
MeshTerrainRoot should now auto update terrain size field (needed for terrain map sampling), and update island prefabs with terrain size field.
Today
Fix TerrainMeta NRE
Today
Removed TerrainCollisionTrigger scripts from dynamically placed halloween/xmas mine tunnels - not needed and not intended to be used for dynamic objects