134,502 Commits over 4,293 Days - 1.31cph!

27 Days Ago
merge from lastplayed_sorting_fix
27 Days Ago
Fix sorting by "last played" not working correctly in the server browser
27 Days Ago
merge from naval_update
27 Days Ago
Fixed gingerbread softside ceiling wallpaper always showing the default skin
27 Days Ago
merge from gingerbread_wallpaper_fix
27 Days Ago
windturbine_lod_fix -> main
27 Days Ago
Fixed Windturbine having a super low LOD range Rebalanced to let us see wind turbines further (taking advantage of now batching)
27 Days Ago
missed some bolts
27 Days Ago
mountplayersync_ai_bypass -> main (yolo)
27 Days Ago
mountplayersync_ai_bypass -> main
27 Days Ago
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27 Days Ago
hot_reload_1.13.13 -> main
27 Days Ago
Update HotReload to 1.13.13
27 Days Ago
Use Kill instead of Destroy when destroying the deep sea manager if deepsea.enabled is false
27 Days Ago
Paintball Gun - split viewmodel weapon and ammo meshes
27 Days Ago
Formatting
27 Days Ago
Removed the deep sea top collider, so supply drop cant get stuck
27 Days Ago
merge from naval_update
27 Days Ago
set up paintball gun 3p and w model anims
27 Days Ago
Also show the current health in boat building UI to make it more obvious if you need to repair
27 Days Ago
Paintball Gun - viewmodel texture update
27 Days Ago
network_profiler_improvements -> main
27 Days Ago
Display in/out simple bytes in MB
27 Days Ago
Reduce SailPositionInfluence
27 Days Ago
merge from naval_update
27 Days Ago
merge from naval_update/deep_sea
27 Days Ago
LOD0 of scrap component box
27 Days Ago
merge from naval_update/deep_sea/islandspawning_fixes
27 Days Ago
27 Days Ago
Enable Indirect Instancing by default
27 Days Ago
Profiling
27 Days Ago
No longer restrict Indirect Instancing (`indirect_instancing.enabled`) to developer accounts. I'm looking at you, staging players. 👀
27 Days Ago
Parse the conveyor's filters into item/blueprint/category dictionaries for faster lookups Takes 800 filter checks from 1.4ms to 0.12ms
27 Days Ago
Allow Indirect Instancing to be toggled in-game any time (Also correctly applies config value when in editor now)
27 Days Ago
Disable pipe shadows at 25% of the cull distance Cuts out a lot of shadow casters on big industrial bases
27 Days Ago
Fixed some allocations
27 Days Ago
Big scary industrial conveyor refactor Main goal here is to try and reduce how many loops are inside loops, as this scales poorly with large item containers (every slot from every input container is iterating over every slot on every output container) Do a single prepass over all of the input items and run them through the conveyor filters, resulting in a single list of items that we can process, then attempt to move them to the output containers Improved GetTotalItemAmount as this was a major time sink when using filters with min/max amounts. Now iterates over the items directly rather than using GetSlots (which triggers another full loop over the container for every slot) Added an IEqualityComparer to ItemDefinition that just compares itemid, should speed things up when comparing ItemDefinitions
27 Days Ago
network_profiler_improvements -> main
27 Days Ago
- Can merge entity packet types according to name (will show a compressed view of available tickets as a subset of entities) - Added entity search bars - Can filter via entity in detailed view
28 Days Ago
Fix world model outlines not displaying when using skip domain reload.
28 Days Ago
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28 Days Ago
Still heavily wip, run the watermap jobs from burst.
28 Days Ago
Start tracking buoyancy components to track them, split batches into deepsea/mainland.
28 Days Ago
Use Vector:GetNormalized instead of GetNormal Fix wood_wire_angle* props spawning glass debris Fix PHX glass props spawning gibs in 1 spot Fix dissolve effect on entities without hitboxes
28 Days Ago
First Iteration of easel painting with passthrough camera. - Added option for easels to toggle viewing scenery as the painting background - Added option for easels to toggle scenery background AND hide paintable, to fully view scenery
28 Days Ago
Merge from space_station_weapon_skin
28 Days Ago
Update: hook up PersistentObjectQueue as well - consolidate work scheduling to AddTo-/RemoveFromActiveTriggers - fixed an exception when unity sends 2 OnTriggerEnter for 1 entity (not sure how, but TriggerBase handled it already) Just the most complicated version left - custom queue with jobs Tests: jumped on and off from moving boat
28 Days Ago
Merge from lr300_mag_drop
28 Days Ago
- Some dynamic sizing so the profiler plays better on smaller screen sizes - Add large overall scroll view, so we can scroll around the main view if its too small
28 Days Ago
added new sounds for the salvaged axe