129,761 Commits over 4,201 Days - 1.29cph!

10 Days Ago
Missed style file (rhyme time)
10 Days Ago
Change Image material on buttons so they all appear white
10 Days Ago
Merge from parent
10 Days Ago
Partial revert for setrrccode convar admin bypasses, now only the commands bypass turret and drone auth checks
10 Days Ago
merge from main -> naval_update
10 Days Ago
Small tweak to string lights / removed opacity from LOD2 and lowered its swap distance to 10m which helps reduce set pass by a lot
10 Days Ago
Add gametip for too hot debris harvest attempts
10 Days Ago
merge from fix_terrain_texturing_alloc -> main
10 Days Ago
merge from upgrade_cctv_convars -> main
10 Days Ago
remove whitespace, also forgotten from last commit message: - autoturrets and drones can now be edited by admins & developers, bypassing auth checks
10 Days Ago
Upgrade CCTV convar commands - change CCTV setting convar to extend to all remote controllables that use an identifier - changed name of the convar from "setcctvcameracode" -> "setrccode" - addcctvcode and removecctv convars now accept multiple code arguments
10 Days Ago
Fix TerrainTexutring NativeArray changes having the incorrect types - when using managed arrays it will automatically convert to Color - when using NativeArray your type needs to match the texture pixel format
10 Days Ago
halloween wallpapers texture tweaks vol2
10 Days Ago
halloween wallpapers texture tweaks
10 Days Ago
merge from main -> fix_terrain_texture_alloc
10 Days Ago
Update ent_pivot concommand description Rework the GM:PlayerCanHearPlayersVoice rework * Should fix ALL the issues, also made it force update everyone every 5 seconds when people are talking as well Bump system error buffer to 256 Use list.GetEntry in other places where it is possible to use it * This is a micro optimization, but also cleans up code a bit Skin support for util.GetModelMeshes + optimization Fixed an null pointer crash with sv_debug_player_use Micro optimizations for most Lua functions returning a sequential table Deduplicate AddConsoleCommand code (menu vs non menu) * Now it is consistently implemented for all realms
10 Days Ago
Casino big wheel room tweaks and fixes Removed collider from netting blocker
10 Days Ago
merge from main -> naval_update
10 Days Ago
merge from fix_tree_impostors -> naval_update
10 Days Ago
Dynamically load all gestures from `GestureCollection.Instance.AllGestures` and use their sprite for the button. Halved the looping time of looping gestures to 2.5f seconds. All gestures are working but the sprites can be improved
10 Days Ago
Add helper property for "Is the local player in the deep sea"
10 Days Ago
Split impostor batches based on if their positions are inside the deep sea or not Only render deep sea batches when client is in the deep sea and vise versa for main island
10 Days Ago
Fix compile error
10 Days Ago
Remove the interaction timers from anchors to match the recent removal of timers from other items.
10 Days Ago
Cherrypick 134447 (fix steam being accessed too soon in client analytics)
10 Days Ago
Update: add extra TODO for UseOcclusionV2 Tests: none, trivial change
10 Days Ago
merge from fix_steam_init_analytics -> naval_update
10 Days Ago
Fix steam analytics occasionally throwing errors due to trying to get the steam ID for analytics before steam has been initialized in the editor
10 Days Ago
Update: UseOcclusionV2 - propagate networkTime to OcclusionGetRecentlySeen Should be a smidge faster, but it's primarily to enable threading if we go that way. Also saves on profiler inhibiting the call (need to exclude it on the profiler side) Tests: none, trivial change
10 Days Ago
Added translation strings for boat validation enum so we can show nicer toast error messages.
10 Days Ago
Clean: restructure UseOcclusionV2 code to make profiling easier Tests: compiles in editor
10 Days Ago
Set selection scrollview content to use preferred size to prevent being able to scroll beyond elements
10 Days Ago
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.
10 Days Ago
merge from fix_terrain_texturing_alloc -> main
10 Days Ago
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
10 Days Ago
Clean: fix ShouldSkipServerOcclusSion typo English is hard Tests: editor compiles
10 Days Ago
Setup prevent building volume on small engine.
10 Days Ago
▋▇▄▇ ▉▍▆ ▍▉█ ▍▌▍▌▊▆▆▋▆█ ▋▋ ▆▆▊▄▌▍▇▋▋ ▅▍▍ ▊▊▅▆▉▄▆▄█ █▆ ▋▋ ▋▆▅ █▊ █▆▉▍▄▌ ▋█▅ (▇▊▌▋▋▍ ▄▆▄▄ ▄▅▆▆▊▇▌▍). ▌▇▅▊ ▆▆▅▋▋▇▊ ▉▇█▄▍▌█ ▉▋▉▋▊█▆▄██▆ ▄▍ ▊▆▌ ▌▅▄▋▇▊-▉▄▆▋ ▊█▋ ▉▅▇▇▆
10 Days Ago
Optim: UseOcclusionV2 - OcclusionFrameCache uses NetIDs instead of BasePlayer pairs This avoids ObjectEqualityComparer which has overhead because of unity-null checks Tests: none, trivial change
10 Days Ago
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
10 Days Ago
m15 viewmodel fixes - updated rigged file - emissive now working - fixed skinning issues - removed shaking on ADS Idle - Ironsights now perfect
10 Days Ago
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
10 Days Ago
Clean: add a comment explaining the extra OcclusionUpdateLostVisibility Tests: none, trivial change
10 Days Ago
fall back to isotropic specular impl where anisotropic material has 0 anisotropy
10 Days Ago
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
10 Days Ago
Added deepsea_floatingcity3
10 Days Ago
Play attack animations on the player when attacking (from a turret)
10 Days Ago
merge from naval_update
10 Days Ago
merge from naval_update/floating_cities
10 Days Ago
merge from halloween_25_update made halloween wallpapers limited time offer