133,900 Commits over 4,262 Days - 1.31cph!
Fixed gingerbread softside ceiling wallpaper always showing the default skin
merge from gingerbread_wallpaper_fix
windturbine_lod_fix -> main
Fixed Windturbine having a super low LOD range
Rebalanced to let us see wind turbines further (taking advantage of now batching)
mountplayersync_ai_bypass -> main (yolo)
mountplayersync_ai_bypass -> main
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hot_reload_1.13.13 -> main
Update HotReload to 1.13.13
Use Kill instead of Destroy when destroying the deep sea manager if deepsea.enabled is false
Paintball Gun - split viewmodel weapon and ammo meshes
Removed the deep sea top collider, so supply drop cant get stuck
set up paintball gun 3p and w model anims
Also show the current health in boat building UI to make it more obvious if you need to repair
Paintball Gun - viewmodel texture update
network_profiler_improvements -> main
Display in/out simple bytes in MB
Reduce SailPositionInfluence
merge from naval_update/deep_sea
LOD0 of scrap component box
merge from naval_update/deep_sea/islandspawning_fixes
Enable Indirect Instancing by default
No longer restrict Indirect Instancing (`indirect_instancing.enabled`) to developer accounts. I'm looking at you, staging players. 👀
Parse the conveyor's filters into item/blueprint/category dictionaries for faster lookups
Takes 800 filter checks from 1.4ms to 0.12ms
Allow Indirect Instancing to be toggled in-game any time (Also correctly applies config value when in editor now)
Disable pipe shadows at 25% of the cull distance
Cuts out a lot of shadow casters on big industrial bases
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
network_profiler_improvements -> main
- 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
Fix world model outlines not displaying when using skip domain reload.
Still heavily wip, run the watermap jobs from burst.
Start tracking buoyancy components to track them, split batches into deepsea/mainland.
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
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
Merge from space_station_weapon_skin
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
Merge from lr300_mag_drop
- 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
added new sounds for the salvaged axe
merge from cargo_ladder_fix
Fixed not being able to get onto the two shorter ladders on the left side of cargo from a boat.