128,980 Commits over 4,201 Days - 1.28cph!

Today
Set selection scrollview content to use preferred size to prevent being able to scroll beyond elements
Today
Cherrypick 133467 "Editor tool to find and remove incorrect / leftover entity tags" My previous commit makes it so entities get their labels cleaned and applied correctly on every manifest run, but it doesn't clear the tags off entities that became non-entities at some point. For that (less common) case this manual tool that I made before can be used.
Today
merge from fix_terrain_texturing_alloc -> main
Today
Switch TerrainTexturing from managed array Color[] to NativeArray<Color> and use the temp allocator - reduces heap watermark being pushed up while loading map, though watermark is pushed higher by other parts of client loading still
Today
Clean: fix ShouldSkipServerOcclusSion typo English is hard Tests: editor compiles
Today
Setup prevent building volume on small engine.
Today
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Today
Optim: UseOcclusionV2 - OcclusionFrameCache uses NetIDs instead of BasePlayer pairs This avoids ObjectEqualityComparer which has overhead because of unity-null checks Tests: none, trivial change
Today
Optim: UseOcclusionV2 - reduce lastPlayerVisibility hash lookups Should help OcclusionGatherLostPairsToSend internal loop to stay hot. Also gets rid of small funcs that are inhibited by profiler Tests: ran in and out of occlusion
Today
m15 viewmodel fixes - updated rigged file - emissive now working - fixed skinning issues - removed shaking on ADS Idle - Ironsights now perfect
Today
Rewrite how entity labels are applied in BaseNetworkable DoPrepare, now also removes old incorrect entity labels. -> FIxes ~460 entity prefabs with wrong labels that no longer apply
Today
Clean: add a comment explaining the extra OcclusionUpdateLostVisibility Tests: none, trivial change
Today
fall back to isotropic specular impl where anisotropic material has 0 anisotropy
Today
Optim: UseOcclusionV2 - invert how we process occludees - instead of checking if we need to send player to occludees, we process occludees against player This caused us to miss sleepers previously, which we corrected with extra checks by reversing pairs(and potentially generating more netowrk messages). But we don't need to do all of that extra work if we do it in the right order. Hoping this cuts downstream queue 2x. Tests: 2p on craggy - checked occlusion works, going invis works, spectating works, sleepers replicate
Today
Added deepsea_floatingcity3
Play attack animations on the player when attacking (from a turret)
Today
merge from naval_update
Today
merge from naval_update/floating_cities
Today
merge from halloween_25_update made halloween wallpapers limited time offer
Today
merge from oilrig_postvolume_fix
Today
set halloween wallpapers as limited time offer
Today
adjust size of oilrig moonpool postprocess volume so it doesn't transition in so far underneath
Today
Added back landmark info to floating cities 1 2 3 and 4 S2P 1 2 and 3
Today
strong internal hurt triggers in square hull to handle both clipping and player damage
Today
merge from player_hurt
Today
merge from naval_update
Today
Adding flashlight rig to refresh branch
Today
merge from naval_update
Today
Experimental frame synchronisation ConVars
Modernise the PT Boat prefab Remove a bunch of unneeded stuff
Today
Clean: introduce BasePlayer.UseOcclusionV2 use it as a switch instead of UsePlayerTasks (works same way) Makes it easier to track what's related to what Tests: editor compiles
Today
Optim: ServerOcclusion - use network IDs instead of BasePlayer for dictionary key Helps avoid unity-null check overhead when looking up recently seen players Tests: 2p session on craggy - disconnected as second and killed sleeper
Today
RPG7 - Adjusted LODs and fixed some issues
merge from skin_bent_normals
Today
assigned missing physics mats on some boat building blocks
Today
merge from fix_deep_sea_portal_far -> naval_update
Fixed yaw issues on ptboat front turret
Today
Try to keep the deep sea portal 600m from the edge of the map so it leaves space for oil rigs rather than being 1.5km+ from shore - still clamp to maximum distance of 4km from center of map
Today
Fix craftable/workbench labels sometimes getting set incorrectly in ItemDefinition DoPrepare, introduced in 123697
Today
initialize deep sea shore vectors properly when loading cached shore vectors (editor-only issue)
Today
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Today
floating_city_4 a few more bugs fixed
Today
floating_city_4 bug fixes
Today
Replaced mailbox placeholder description on sail , added sail token
Today
merge from workshop_max_texture_res -> main
Today
Only show the finish editing option if we're looking at the station, not the netting.
Today
Revert yaw clamp on cannons
Today
Fix typo, add shortname to material information