123,087 Commits over 4,171 Days - 1.23cph!

Yesterday
Merge: from steamworks_posix_fix - Bugfix for mods not beign able to work with Steamworks.Linux.dll - we go back to shipping Posix.dll Tests: Built server standalone for Windows and Linux from Windows
Yesterday
Bugfix: don't ship Steamworks.Linux, go back to shipping Posix for both OSX and Linux - this unblocks modders. - Linux got renamed to LinxuEditor and is only loaded for editor This takes us back to only shipping Posix.dll for both platforms, while enabling to wwork with the project in Linux editor. In theory, builds Linux -> Linux and Linux -> OSX should work as well, but not tested. Tests: Built Server Standalone for Windows and Linux from Windows. Confirmed in both cases LinuxEditor.dll doesn't get deployed, and in Linux case Posix.dll is.
Yesterday
New codelockedhackablecrate prefab variants for modded servers - server owner request for minigame servers. 1. codelockedhackablecrate_no_build_radius https://files.facepunch.com/jacob/1b0111b1/Unity_bJNCZmkNDK.png 2. codelockedhackablecrate_min_build_radius (no build radius of 3) https://files.facepunch.com/jacob/1b0111b1/Unity_7dnq9b0kFb.jpg
Yesterday
Merge: from baseplayer_serverupdateparallel - Optim: reducing allocs for UsePlayerUpdateJobs 2 codepath as much as possible(I think) Tests: a bunch of 2p session on Craggy with UsePlayerUpdateJobs 2 and various interactions(occlusion, shooting, connect-disconnect)
Yesterday
Merge: from main
Yesterday
Optim: UsePlayerUpdateJobs 2 - BasePlayer.WaitForTasks no longer allocs Could be slower to wait like this, but I doubtr we'll have more than 30 tasks at sync points even on high-pop servers, so it doesn't matter Tests: 2p on Craggy with UsePlayerUpdateJobs 2
Yesterday
▅▆▊▉▄█ ▋▋█ █▋ ▆▅█▅▌▅█ ▇▇▆▌█▄▉█ ▇▊▊▌ ▇▄▊ ▇▄▌.▍▄▋▌▇▍▍
Yesterday
security tower mesh split and volume fixes
Yesterday
▉▇▉ ▌▋▌█▆▄▇▉▍▄
Yesterday
▍▌▄ ▌██▆ ▋██▌▄ ▊▆▉▌▋█▄▆▅▌ ▄▆ ▋▆█ ▊███▌█▅ ▇█▇ ▉█▇▆▊ ▇▍██ ▌▌ ▉▋▅▉▄▌▌ ▅▌▌▄▅▍
Yesterday
Fixes to get things working again
Yesterday
Added `graphics.vram_report` command so we can begin getting the VRAM situation under control.
Yesterday
▌▋▆▍ ▊▍█▋▍▄▌▍▌ ▅▋▇▄▄▍▊ ▊▌▇ ▌▇▋▄ ▅▆▆.▍▌▌▄▍▇▄ ▌▋ ▄▅▉▅█, ▇▍█▌▆▅▋▋ "▅▄▄▄▇█" ▊▍▌▆█▋▄. ▄▄▌▆█▇▆▆ ▍▉▄▋▍▉█▆ ▆▍▅█ ▅▊▌▍▌ ▄▊▆▋▅▍▅ ▇█ ▆▌ ▊▉▌▌██▆█▍ ▆▇▍ ▅▊ ▊▆▇▆▌▇ ▅▌▇█▊▍█▋▊▍▇█
Yesterday
Optim: UsePlayerUpdateJobs 2 - reduce garbage generation of BasePlayer.ApplyChangesParallel Can't eliminate it fully till we get UniTask, but this should make a dent Tests: couldn't test thoroughly as missing credentials, but it runs(and doesn't send) under UsePlayerUpdateJobs 2. Profiler confirmed less allocs
Yesterday
updated exhibit decor pack steam icon
Yesterday
PT Boat Update
Yesterday
Optim: UsePlayerUpdateJobs 2 - stop constantly resizing array, only grow it if needed Tests: 1p on Craggy with UsePlayerUpdateJobs 2
Yesterday
Optim: UsePlayerUpdateJobs 2 - cache continuation actions Prevents allocs when no batches are sent, while also makes it cheaper to send when we do have batches. Tests: craggy with UsePlayerUpdateJobs 2 in editor + checked IL
Yesterday
Updaing the ambient probe for the scene view and preview windows when the game view isn't present
Yesterday
Fix missing terrain on tutorial island by reverting the material to be non-instanced.
Yesterday
Replaced proxy dock street lighting with dock lights.
Yesterday
rhib crane collision
Yesterday
Can no longer loot the input side of dropboxes from the other side
Yesterday
Sculpts
Yesterday
merge from main
Yesterday
relax wall cabinet placement, able to place 2 side by side with ease in a 1x1
Yesterday
Merge: from baseplayer_serverupdateparallel - Bugfix for slow metabolism and slow hostile timer accumulation on drawn weapon Tests: compared healing rates of large medkit between UsePlayerUpdateJobs 0 and 2
Yesterday
Merge: from main
Yesterday
Bugfix: UsePlayerUpdateJobs 1/2 - fix metabolism being slow - Fixed by using correct delta times - use tick time length instead of deltaTime (as we accumulate deltaTime until we have a whole tick's worth, then step tick's duration) - Also fixed marking player hostile if weapon drawn for long enough - same fix as above Noticed same issue with another bit of code, but this one's wrong in vanilla flow as well - so leaving it as is till later. Tests: compared rate of healing with log.level Combat 2 after using large medkit on UsePlayerUpdateJobs 0 and 2
Yesterday
Fix Invisible fire around Bradley APC debris, also fixes related entities.
Yesterday
added missing rhib buttons
Yesterday
Add mannequin image to general store and page
Yesterday
Added dials to control panel on rhib crane
Yesterday
rhib crane lods and prefab
Yesterday
moved volumes in a little on wall mountable spotlight so it deploys to all building tiers
Yesterday
Merge from parent
Yesterday
Hazmat suit despawn rarity set
Yesterday
Fixed an issue where the Night parameters for light intensity, ambient multiplier, and reflection multiplier were all being forced to 0 via script
Yesterday
Scene cleanup / medical barge prefab
Yesterday
Revert change to calculating distance on MissionPoint
Yesterday
Floating city / LOD progress for some imrpovised walkway meshes / bridge variant for medical barge / medical tent decal
Yesterday
Add method to calculate remaining path length
Yesterday
Revert bad file change from merge
Yesterday
tweaked lod distances on clothing mannequin to cull sooner