126,693 Commits over 4,109 Days - 1.28cph!
Rename delta to be more clear
update iconrender_improvements/wallpaper
Prevent IconScene from being saveable
- can toggle via `Tools/IconRender/Allow Saving Scene`
Show preview of the icon on the right side of the window
- pull texture from Game window with a render texture
- will have inspector to change render icons below
Fixed player metabolism being affected by low server fps. This would cause large times between frames and could affect food loss, bleeding, temperature jumps etc, building up our built in timer past its trigger amount and not properly bringing it back down. Unsure how greatly this affected servers, or the relationship this has between player update jobs and serial. Worth fixing anyway.
Fixed By:
Breaking up accumulated metabolism time into fixed‐size ticks rather than using the full accumulator. Always passing exactly metabolismtick to RunMetabolism and DoMetabolismDamage, and preserving any remainder for the next frame, ensuring metabolism advances in uniform intervals.
Can't open the console while rebinding keys
Skin modal fixes, working add to cart button
Cart price texts
Abyss Containers - Cinematic textures and materials for both containers
syncvar_improvements -> main
Abyss Containers - Adjusted sockets position on the horizontal version
M15 Pistol - Adjusted iron sights, size, and attachment positions
Use deferred reading mode
Brings weaving time down to 2.15~ on average
More creation calculations
Abyss Containers - Tweaked item, prefab, added icon, corpse, gibs and sounds
Fixed feature skin cart button
Flex grid is now a real grid, can support elements with higher Y size
Merged some grids in the limited and general store tab
Limited store can now have a featured item (picked randomly for now)
- Fix scientist being stuck in search state (they were selecting the same search spot over and over again)
- Fix scientist searching silly spots after losing sight of the player instead of in a sensible direction
Improve SyncVar Weaver speed from 2.5~ to 2.2~ seconds
Only include precompiled assembly paths
Don't include the whole managed folder, just take Managed/UnityEngine and Managed/UnityEditor as depdency lists
Update: move some of the validate logic back to DEV_BUILD only
These routines do sanity checks, and for the last couple days of testing they haven't picked up anything.
Tests: on Craggy in editor with UsePlayerUpdateJobs 1
Clean: remove recently-added debugging logic
Tests: none, trivial change
Bugfix: safeguard against NRE induced kicked players in UsePlayerUpdateJobs
- Added a couple warning comments
If kick happens in the middle of player update loop, it would invalidate one of cached indexes and access a null.
Tests: forced a disconnect mid processing, no NRE caught
Prevent slow-motion gibs for large structures destroyed in shallow water
Previously, when a large object was destroyed in shallow water, we treated the entire object as submerged and set the gibs move in slow motion (simulating underwater behaviour).
Now we sample a point higher up on the object to properly detect shallow water and skip underwater effects for gibs in that case.
Fixed wire slack up and down binds in the options menu
Wire slack up and down binds added to keys_default
Merge from building_interaction
Added BuildingBlock interactable check functions/calls.
Override for boat blocks, only allowing building related interactions when the boat is editable.
vmcamera updates based on feedback
Chippy arcade machine now shows health info
trawler ship props progress
tweaked storage adaptor positions slightly to avoid collision
String light emission toggle when powered
Testing whether the debug build of the DLSS plugin DLL acts differently to the release version
Set instancing convar to editor only, remove hardcode instancing on in tutorial island
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Removing obsolete materials, fixing repetition on plastic float cubes, enabling GPU instancing on materials
Temporarily disable friendly fire on scientists until we improve shooting logic
- Fix oilrig being considered in water by scientists
- Allow reacting to noises not necessarily coming from the current target when investigating
- Prevent pathfinding spam if hearing lots of noises eg AK full auto (could have caused perf spike)
- Fix enemy being marked as visible when just heard or when hit by a bullet
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Due to the way different languages work I'm unable to just insert the terminology into the phrase, would require full duplicate phrases of every new respawn type. Unsustainable, so replacing all instances of 'bed' with 'spawn point' in every instance.