159,670 Commits over 4,566 Days - 1.46cph!

5 Hours Ago
Fix container order when jumping with bumpers in dpad mode
5 Hours Ago
Merge from render_pipeline_testing
6 Hours Ago
Updating viewmodel rig with new mesh
6 Hours Ago
Added presets for SSAO that are configured via the renderer feature
6 Hours Ago
Profiling
6 Hours Ago
Fixed MeshCull not hiding its renderer when reused from the pool while culled Was causing code lock light quads to draw at any distance after spawning, amongst other things
6 Hours Ago
Fixes to allow flattening inside of entity prefabs
Today
Fixed ParticleSystemCull playing particle systems at any distance when turned on using SetVisible Fixes conveyor flashing and furnace heat shimmers playing at any distance when they spawned in already on Saves 0.15ms on the particle main thread when near a big base with 71 particle systems
Fix bugs with group change polling
Today
Merge from main
Delete old tests
Today
Disposing graphics buffers before use where it wasn't done previously
Fix a swarm of loose bees briefly appearing near the hand when throwing a bee grenade
Today
merge from trainengine_audio_fix
Remove PlayerSyncCycle - not needed anymore Remove MountedSyncSystem for vehicle seats - not needed anymore
Today
Add missing IsOn check for heli rumble
Today
Fix gamepad glyp display panel UI overlapping in inventory on certain resolutions/aspects
Fix flare viewmodel attach anim
Today
Fixed door controller lights not being culled Was ~0.2ms on light culling and binning for 81 of them
Today
Merge from main
Compile fix
Today
update from main
Today
Idle SAM sites stop rewriting their aim every frame Was 0.04ms per frame with 4 sam sites in network range
Today
Fixed IO entities with pipes rebuilding their pipe colliders on every network update IO entities sending full network update is quite rare as they rely on flags but still worth fixing
Today
Workshop metal/smoothness tweaks and fixes (changed glossiness to smoothness and added warning when metal/smoothness is used)
Today
viewmodell anim tests + placeholder sounds
Today
Fixed industrial pipes drawing invisible line renderers inside the pipe meshes, component wasnt disabled For a base with 223 pipes: Was 0.05ms on the main thread and 0.5ms on workers every frame
Today
merge from fruit_trees
Today
Reduced coconut.tree network range to 128. Stop coconuts spawning on palm_tree_tropical_med_a until i find a way of stopping the tree sway. Increased chance of apples/beehive spawning on oak_d to 25% from 15%. Adjusted coconut tree spawn chance to 25% (left it at 100% by mistake).
Today
Another visual cooking pooling fix
Today
Now poolable: - Cooking workbench - Metal embrasures - Flower pots Fixed some visual cooking pooling bugs
Today
Auto-repair on startup if deep sea is disabled
Today
Customiser animation updates with eye movement test
Merge from main
Better comment for the suitable parent hack when dismounting (ensure the correct triggers fire when dismounting from a parent mountable)
Today
Removed the max light cookie cap warning that would appear when loading into a server
Today
Windmills now use two syncvars to send wind updates instead of full network updates They're poolable too
Swap over to fully using the parented mountable system rather than only using it for a few specific types of vehicles This should reduce network overhead when driving any vehicle/sitting in a seat
Today
merge from weapon_refresh_nailgun
Today
Checked if Updated Nailgun works and can be skinned properly. Updated Nailgun Workshop Source Obj
Today
Merge from mixingcooking_ui
Today
Merge from main
pt_boat_turret_rewrite -> main
Today
Icon change
Today
Add separate currently craftable list. Added all button. Changed behaviours.
Today
Remove re-declarations of state recently hurt
Today
Disabled shadows on lights via AmbientLightLOD as a fail-safe for lights that should have shadows disabled but had them left on
Today
Beehives are poolable
Today
Merge from main