135,822 Commits over 4,444 Days - 1.27cph!

Yesterday
Update: fill in some missing overloads in TerrainHeightMap - get rid of commented methods Tests: ran unit tests
Yesterday
adding roll container prop
Yesterday
Normal testv2
Yesterday
Removed Tests/Open Property Drawer Test Window Was introduced by the TMP update, never gonna use and its a stupid path
Yesterday
merge from horse_cactus_fix
Yesterday
Clean: replace GetHeightsFastIndirect with GetHeightsIndirect - also fix a bug with invalid indexing - TerrainMap<T> now exposes internal src buffer as a ReadOnly view Starting cleanup effort, rough path ahead Tests: ran unit tests
Yesterday
Fixed player dying instantly when touching a cactus while mounting a horse Could happen rarely when the rider sat on the edge of the cactus TriggerHurtEx trigger. When mounted, the mount sync force updates the player triggers every frame, so the overlap test flickered in and out of the trigger and fired OnTriggerEnter Can happen with any mountable in theory, just more common with horses TriggerHurtEx now debounces damage applied to the same entity multiple times in a single frame
Yesterday
Typo fix
Yesterday
Phrases
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
Further spraycan refactor progress Entities restrict whether they are in a valid state for reskinning by overriding CanBeReskinned / CanBeRedirectSwapped Unified the way the reskin error toasts are sent, added 2 more - getting toasts when a reskin failed is now more consistent vs just not being able to open the menu Fixed not seeing the amount of seconds you need to wait when trying to reskin a recently damaged entity Some cleanup, moved BaseEntity.Reskinning to its own file
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
Normal test
Yesterday
Remove concept of global available power amount for now, instead each powergrid access point has a base amount it provides when powered. Inserted powerplant fuses increase this amount at every access point. Felt like the cleaner way of distributing power regardless of map size and number of access points. Rename powergrid_generator.static prefab as it isn't really a generator Add option to electric generators for what they should do if they require the powergrid but server has powergrid disabled (do we want certain powergrid connected circuits then always powered on or off)
Yesterday
Merge from powergrid
Yesterday
updates to gas station circuitry/garage door from meeting feedback
Yesterday
merge from workshopskinnable_metal_shop_front
Yesterday
fixed workshop materials not displaying on metal shop front, also fixed gibs showing correct material. Triangulated mesh and fixed a few unwelded verts
Yesterday
main -> snapping_fixes
Yesterday
vending_machine_admin_typo -> main
Yesterday
Separate typo fix
Yesterday
server_item_notifications_streamermode -> main
Yesterday
Clean: remove Perf.TestGetHeightFastIndirectOld and related bits Tests: none, trivial change
Yesterday
Giving yourself an item via f1/console commands will now respect streamermode and not reveal your actual username
Yesterday
CRLF to LF line ending changes for all RRP files
Yesterday
Update: switch GetHeightsFastJobIndirect to use HeightMapData.GetHeight instead of inlined logic - removed extra 4 madds by using Fast's index calculation It's slightly slower on 512x512 test (0.9ms -> 1ms) due to Clamp01 calls, but we can afford consistency with GetHeight - will allos us to promote "fast" as "normal" and deduplicate Tests: ran perf tests, compared asm
Yesterday
Disable thruster buttons during satelite lerps. Flash targeting circle when locked.
Yesterday
Update: rewrite TerrainHeightMapJobs.GetHeightsFastJobIndirect to use HeightMapData - temporarily added Perf.TestGetHeightFastIndirectOld for easier assembly comparison Generates the same assembly, so same perf Tests: ran perf tests
Yesterday
Lerp satellite targeting adjustments.
Yesterday
Stop deepsea npc shops from showing up in outpost search
Yesterday
sell_order_warning_persistence -> main
Yesterday
Fix vending administrate 'remove all' dialog from persisting if you disconnect
Yesterday
merge from main
Yesterday
merge from steam_getitems_optims
Yesterday
Fix various motion vector issues (override shaders, depth, skinned meshes)
Yesterday
Remove custom motion vector pass from standard shader
Yesterday
Update(tests): add perf tests for TerrainHeightMap GetHeight family Surprisingly, the *Fast versions are faster even in burst jobs. I want to rip them out(too many dupes), so going to try to replicate the benefits to common family Tests: ran all unit tests
Yesterday
main -> photograph_text_fix
Yesterday
Fix photograph notes not updating
Yesterday
Cache the known items set because it can be quite large for a player with a lot of items
Yesterday
Steam inventory menu only fetch the acquired property
Yesterday
Back the store catalog in a dict for faster lookups
Yesterday
Clean: redirect a couple calls via GetHeight01/GetNormal(..., NativeArray.ReadOnly) Tests: none, trivial change
Yesterday
Bugfix: TerrainHeightMap.GetNormalsIndirect - reimplement using HeightMapData core - also slightly refactored HeightMapCore height logic Fixes it not knowing about deep sea Tests: all TerrainHeightMap unit tests pass
Yesterday
Store seen steam instance id per account, fixes switching steam account triggering all items as new
Yesterday
voip_cctv_rewrite -> main
Yesterday
Update(tests): add TestGetNormalsIndirect_Deferred Conceptually it's same logic underneath, but routed through different code, so worth a unit test Tests: ran new unit test - fails on deep sea indices as expected
Yesterday
vending_flag_collision_fix -> main
Yesterday
Bugfix: TerrainHeightMap.GetNormal(float, float) now checks for deep sea - added utility funcs that sample user provided NativeArray<short>.ReadOnly - regenerated validation normals for unit tests from TestGetNormal Tests: TestGetNormal passes, TestGetNormalsIndirect fails as expected
Yesterday
Fix flag collision