192,393 Commits over 4,049 Days - 1.98cph!
Merge: from playerinventory_allocs
- Removing extra garbage allocs from ToArray calls
Tests: equipped armor when already having one, tried to pick up an extra map with one already in the belt
Update: PlayerInventory.CanWear no longer allocates an extra array
- BufferList.CopyFrom now clears orphaned range, to avoid holding references to managed objects
Tests: gave myself 2 maps - they correctly avoided being both on the belt
merge from broadphase_abp
Remove HideUntilMobile logs
Update: pool ToArray allocation in PlayerInventory.WearItemCheck
- BufferList now can copy from List
Tests: equipped armor while wearing armor
zigg water surface collider was not set as 'convex' - S2P
merge from oldhorse_purge
Fixed NRE when killing horses
merge from cavebucket_tincanalarm_fix
Fixed cave bucket lift not triggering the tin can alarm
S2P all caves
Added an optional secondary light to EmissionBlink (behind a default off bool)
Adjusted the seismic sensor to use it, so that it can emit bounce.
Dart damage tweaks.
Lowered radiation dart effect strength.
Tweaked ocean surface, lake topolgy, enabled water map in monument options
Set dressing tweaks
Adjusted siren light material timings to match the light rotation timings.
Shadow settings configured for upcoming building block shadow proxy changes.
Other polish.
merge from xorswitch_restart_fix
Dart and blowpipe LOD and outline fixes
merge from Easter_event_2025
Fixed incorrect surface types on condenser tanks - S2P required
Fixed incorrect surface types on a couple bamboo kit prefabs - S2P required
switched to automatic box pruning broadphase
- local testing showed 47% improvement
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Added a plane inside the water treatment tank to prevent players being blocked in it - S2P required
merge from xorswitch_restart_fix
Snap to zero paste option implementation
Copypaste compile fix
Added LoadFileFromBundles
Added snap to zero paste options
jungle_update -> boomerang
BasePlayer and RPC factory compile fixes
Fixed XOR Switch briefly sending power after a server restart
Cherry pick from foliage_wind_phase
118815
Reduced velocity of all darts
Update the DLSS dll files to only load on Windows. Also, made sure to disable the option in the graphics menu for other operating systems
Cherrypick Conditional Armour [118751] -> cocoknight_armor_dlc
Seismic detector: Fixed blinker emission script.
Blue sirenlight: Fixed light defaulting on after moving out and into cull range again.
Red sirenlight: Fixed shadow glitch.. maybe.
Electric heater: Heat shimmer outline improvement.
Electric furnace: Fixed LightEx making the cookie light too strong.
Small generator: Pulsed the exhaust because 1 cyl engine.
Switched piper nigrum pieces to Tree Layer
Added more precision to colliders for corner jungle ruin pieces. Set piper nigrum SFX components to trigger layer. Set piper nigrum meshes to World. Fixed scale issue with debris colliders.
remvoved dead frames from tail end of crossbow viewmodel
GUI toggle for using blue vertex channel as wind phase offset
Boomerang Media
-4k Textures
-Material
-Model
Setup HLOD for jungle_ziggurat scene
Repainted splats and topologies to try and blend into the jungle biome better (shorter transitions, straight into forest floor splat)
S2P
Re-factored the ziggurat exterior/interior shell prefab to be by LOD group instead of merged by LOD tier. Set layer to World
Fixed jungle ziggurat LOD3 material missing its textures
made the bamboo ladders trigger volumes wider by .125
Restructure foliage grid to make use of native arrays in cell collect and command creation steps. Use wrapping smaller grid for foliage cells to keep to a reasonable size, while invalidating cells as the camera moves.
Fixed foundation triangle not having its link to jungle skin piece