131,525 Commits over 4,232 Days - 1.29cph!

4 Days Ago
merge from gui_cleanup
4 Days Ago
removing more dead code
4 Days Ago
got the admin panel working for sculptures again
4 Days Ago
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4 Days Ago
Naval scientist variation art
4 Days Ago
removed a bunch of disabled stuff from the dialogue prefab
4 Days Ago
Possibly fixed MeshCull objects not being affected by occlusion culling
4 Days Ago
routed saving properly
4 Days Ago
Commands tab for useful and common commands
4 Days Ago
Include legacy shelter in spawn_all_deployables command, was excluded previously to prevent an error
4 Days Ago
Tank Top repose male/female
4 Days Ago
Collared Shirt repose male/female
4 Days Ago
removed some leftover signui stuff, float values used for sizing as it now supports that
4 Days Ago
powerplant update
4 Days Ago
merge from powerplant_dropzone
4 Days Ago
airfield, excavator, launch site, military tunnels, nuclear missile silo, powerplant, trainyard and water treatment plant now playable from the scene - few misc errors need cleaning up, terrain components largely out of date across scenes - continue to use monument island for procgen like experience
4 Days Ago
Loadouts tab styling
4 Days Ago
drop zone moved, prevents hackable dropping on lighting
4 Days Ago
merge from fillwater_improvements
4 Days Ago
merge from helicopter_flare_balance_pass
4 Days Ago
merge from harbor_swingbridge_parent_fix
4 Days Ago
merge from m15_3p_emmisive_fix
4 Days Ago
merge from tactical_gloves_skinnable - tac gloves now skinnable
4 Days Ago
merge from rivals
5 Days Ago
Culling.env is no longer admin only Added culling.skinnedRenderers, controls the player/animals culling system Both culling.env and culling.skinnedRenderers require culling.toggle to be active, turning this convar off will turn both related convars off
5 Days Ago
Merge from food_qol
5 Days Ago
Fixed items held in sub inventories (backpcks, fishing rods) not calculating biome temperature correctly
5 Days Ago
Merge from main
5 Days Ago
Don't allow the deep sea terrain config to load if the player is in the tutorial
5 Days Ago
Merge from parent
5 Days Ago
Cherry pick 136869 to expose bake heightmap shortcut, useful outside of hackweeks
5 Days Ago
Fixed missing ghost ship map marker
5 Days Ago
Merge from fog_multithread_fix
5 Days Ago
Move test scene
5 Days Ago
5 Days Ago
Compile fix
5 Days Ago
FIxed deep sea fog of war being filed with mismatching part ids on the server, preventing it form loading on the client after reconnecting
5 Days Ago
Expose shortcut Terrain/Bake Heightmap in shortcuts window
5 Days Ago
5 Days Ago
Splatting
5 Days Ago
Saving/loading
5 Days Ago
Setup a paint save testing scene to finally get to the bottom of the multithread fog of war issues
5 Days Ago
Fix "ShouldBeRunning()" getting inverted during refactor
5 Days Ago
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
5 Days Ago
Strip PropRenderer from spawned objects Can't use PrefabAttribute due to assembly limitations so came up with a simpler approach Probably not worth it, a memory sample from a large base showed only 0.7mb of these components (across 1885 of them though) Would still need some bespoke handling for HideDuringRender usages, likely via a new component
5 Days Ago
Add convars to control pool refilling - refill_max_concurrency (default max 5 jobs queued) - refill_mode (0 = off, 1 = main thread, 2 = InstantiateAsync) - refill_immutable_optimization (assumes source prefab isn't being modified) - refill_max_per_job (max number of prefabs submitted per job (default 30) Better detection when no work is being done and avoiding burning the budget Target refilling each pool to 50% to avoid constantly deleting extra prefabs if the pool is always full - hardcoded for now Simplify main thread refilling, don't worry about overshooting budget since it can be set small and we want to move to async which doesn't risk overshooting
5 Days Ago
Forgot to commit changes from yesterday, added a score HUD
5 Days Ago
Added advanced input option to set mannequin pose using binary inputs, added helper calculator for converting pose to binary
5 Days Ago
Add back parent parameter in InstantiateAsync() since it actually works in Unity 6
5 Days Ago
Entered commands always generate a new timestamp