125,012 Commits over 4,171 Days - 1.25cph!

7 Days Ago
Merge: from baseplayer_serverupdateparallel - Optim: reducing allocs for UsePlayerUpdateJobs 2 codepath as much as possible(I think) Tests: a bunch of 2p session on Craggy with UsePlayerUpdateJobs 2 and various interactions(occlusion, shooting, connect-disconnect)
7 Days Ago
Merge: from main
7 Days Ago
Optim: UsePlayerUpdateJobs 2 - BasePlayer.WaitForTasks no longer allocs Could be slower to wait like this, but I doubtr we'll have more than 30 tasks at sync points even on high-pop servers, so it doesn't matter Tests: 2p on Craggy with UsePlayerUpdateJobs 2
7 Days Ago
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7 Days Ago
security tower mesh split and volume fixes
7 Days Ago
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7 Days Ago
Fixes to get things working again
7 Days Ago
Added `graphics.vram_report` command so we can begin getting the VRAM situation under control.
7 Days Ago
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7 Days Ago
Optim: UsePlayerUpdateJobs 2 - reduce garbage generation of BasePlayer.ApplyChangesParallel Can't eliminate it fully till we get UniTask, but this should make a dent Tests: couldn't test thoroughly as missing credentials, but it runs(and doesn't send) under UsePlayerUpdateJobs 2. Profiler confirmed less allocs
7 Days Ago
updated exhibit decor pack steam icon
7 Days Ago
PT Boat Update
7 Days Ago
Optim: UsePlayerUpdateJobs 2 - stop constantly resizing array, only grow it if needed Tests: 1p on Craggy with UsePlayerUpdateJobs 2
7 Days Ago
Optim: UsePlayerUpdateJobs 2 - cache continuation actions Prevents allocs when no batches are sent, while also makes it cheaper to send when we do have batches. Tests: craggy with UsePlayerUpdateJobs 2 in editor + checked IL
7 Days Ago
Updaing the ambient probe for the scene view and preview windows when the game view isn't present
7 Days Ago
Fix missing terrain on tutorial island by reverting the material to be non-instanced.
7 Days Ago
Replaced proxy dock street lighting with dock lights.
7 Days Ago
rhib crane collision
7 Days Ago
Can no longer loot the input side of dropboxes from the other side
7 Days Ago
Sculpts
7 Days Ago
merge from main
7 Days Ago
relax wall cabinet placement, able to place 2 side by side with ease in a 1x1
7 Days Ago
Merge: from baseplayer_serverupdateparallel - Bugfix for slow metabolism and slow hostile timer accumulation on drawn weapon Tests: compared healing rates of large medkit between UsePlayerUpdateJobs 0 and 2
7 Days Ago
Merge: from main
7 Days Ago
Bugfix: UsePlayerUpdateJobs 1/2 - fix metabolism being slow - Fixed by using correct delta times - use tick time length instead of deltaTime (as we accumulate deltaTime until we have a whole tick's worth, then step tick's duration) - Also fixed marking player hostile if weapon drawn for long enough - same fix as above Noticed same issue with another bit of code, but this one's wrong in vanilla flow as well - so leaving it as is till later. Tests: compared rate of healing with log.level Combat 2 after using large medkit on UsePlayerUpdateJobs 0 and 2
7 Days Ago
Fix Invisible fire around Bradley APC debris, also fixes related entities.
7 Days Ago
added missing rhib buttons
7 Days Ago
Add mannequin image to general store and page
7 Days Ago
Added dials to control panel on rhib crane
7 Days Ago
rhib crane lods and prefab
7 Days Ago
moved volumes in a little on wall mountable spotlight so it deploys to all building tiers
7 Days Ago
Merge from parent
7 Days Ago
Hazmat suit despawn rarity set
7 Days Ago
Fixed an issue where the Night parameters for light intensity, ambient multiplier, and reflection multiplier were all being forced to 0 via script
7 Days Ago
Scene cleanup / medical barge prefab
7 Days Ago
Revert change to calculating distance on MissionPoint
7 Days Ago
Floating city / LOD progress for some imrpovised walkway meshes / bridge variant for medical barge / medical tent decal
7 Days Ago
Add method to calculate remaining path length
7 Days Ago
Revert bad file change from merge
8 Days Ago
tweaked lod distances on clothing mannequin to cull sooner
8 Days Ago
corrected artifical water sources not populating the artificalWater field in WaterInfo in all test cases, buoyancy flow force ignores artifical water sources
8 Days Ago
Merge from mission_create_streamlining
8 Days Ago
- Various small misc changes to working with missions in editor - Fixes for Activate Sensor mission - Adds ShowIf attribute to contextually hide fields in the inspector
8 Days Ago
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