129,207 Commits over 4,201 Days - 1.28cph!

19 Days Ago
corrected blit so it scales and rotates properly
19 Days Ago
missing file
19 Days Ago
Clean: rename AnalyticsUploader -> AnalyticsManager Disambiguates from the internal IUploader Tests: compiles in editor
19 Days Ago
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19 Days Ago
Fixed workshop tab background disappearing when pressing escape while in the workshop scene
19 Days Ago
WIP submit of floating city variant 3
19 Days Ago
tweaks to mannequin draw distances via lodgroup
19 Days Ago
Added a loading on the steam inv crate buttons for when you open the menu before it finished warming up Tweaked the budget
19 Days Ago
draw distance tweaks to legs and barges, was displaying baked lod a little early layer change on barge ground surfaces >world
19 Days Ago
Bugfix: apply separator in json-lists aggregation correctly Tests: used accumulator logging to see what is being fed
19 Days Ago
setup culling volumes for oilrig legs tops props and bottom floating debris
19 Days Ago
Update: Accumulators can now log what they're being fed This revealed a bug with json concatenation, should be a quick fix Tests: ran unit tests
19 Days Ago
Removed tarp from plywood_e and added a plywood_f prefab
19 Days Ago
Post merge compile fix
19 Days Ago
Added streaming controller component to the skin viewer camera, fixes blurry textures
19 Days Ago
4k ramp textures
19 Days Ago
Merge from main
19 Days Ago
Merge: from server_occlusion_gen_reorder_narrowphase - Bugfix for ServerOcclusion potentially crashing during generation Tests: generated custom map that had a consistent crash and a default 4.5k procgen editor world
19 Days Ago
Bugfix: ServerOcclusion - don't schedule same SubGrid cells repeatedly for rock intersection It caused more work to be done(this saves ~13s), and in some cases even an out-of-bounds access crash. Tests: generated server occlusion cache for a 6k custom map that had a consistent crash, generated default editor 4.5k proc gen world
19 Days Ago
separate sizes, fixed scaling
19 Days Ago
Fix new notification sounds not responding to volume controls Remove command for debugging oil rig server reset, no longer needed
19 Days Ago
phrases
19 Days Ago
Merge: from main
19 Days Ago
Improvements to dialogue graph speech nodes, they now look nicer FIx for recent change to LocalizationTokenDrawer, label text should now being displayed correctly
19 Days Ago
Hacky single scene item render test. Will tidy it all up if it works.
19 Days Ago
invert assert condition
19 Days Ago
Canon animation pose updates to match ballista pose
19 Days Ago
Ramp, lods and gibs and textures
19 Days Ago
Updating 50 cal rig pivot points
19 Days Ago
replaced debug line with asserts
19 Days Ago
merge from deep sea
19 Days Ago
Merge from naval_update
19 Days Ago
Added plushies to the scene
19 Days Ago
Merge from naval_update/floating_cities
19 Days Ago
Reapply placeholder mission things to floating city, applied to Casino Barge prefab Run S2P
19 Days Ago
merge from main
19 Days Ago
Merge from main
19 Days Ago
supplies barge culling volumes for props
19 Days Ago
Anim updates and inital set up for blow pipe, boomerang and compass
19 Days Ago
fixed tarp material override order on security tower tarps
19 Days Ago
med bay barge culling volumes for props
19 Days Ago
removed unused scripts on hanging tarp prefabs
19 Days Ago
codegen for nightlight
19 Days Ago
merge from charityplushies_skinviewer
19 Days Ago
Fixed spray can reskin UI closing too early if the player was looking at a skinnable object above them Fixed spray can free spray clipping through some floor pieces on jungle foundations
19 Days Ago
Add `batch_industrial_pipes` convar to toggle the behavior - still need to call `refresh_renderers` to refresh them after changing behavior
19 Days Ago
Add support to override the max verticies per mesh for individual RendererBatch instead of changing global convar - increase from 1k -> 5k specifically for industrial pipes to capture more than the short stubby pipes - rest of the batching system stays the same - change original solution from adding RendererBatch at runtime to adding the RendererBatch to the PipeRenderer prefab and set it disabled since we can't set the override to 5000 before OnEnabled() is called - this causes every single prefab to be reimported but is safer than cranking global convar
19 Days Ago
Add industiral pipes to the batching system to reduce draw calls significantly when rendering industiral pipes
19 Days Ago
Progress