userFlaviencancel
reporust_rebootcancel

8,108 Commits over 1,004 Days - 0.34cph!

1 Hour Ago
Privilege cache enabled by default (client and server)
2 Hours Ago
merge from menuhero_fix
2 Hours Ago
Fixed home's store hero playing and rolling its videos with the menu closed
3 Hours Ago
merge from ongui_allocs_fix
3 Hours Ago
DeferredExtension.OnGUI and CoverageQueries.OnGUI gui layout set to false, was only running in editor
3 Hours Ago
Disabled GUILayout on DDraw and OcclusionCulling Was 0.7KB a frame for nothing, their OnGUI methods dont use GUI layouts
3 Hours Ago
Fixed cooking workbench not showing the kettle when preparing the newly added teas
3 Hours Ago
merge from cookingworkbench_kettle_fix2
4 Hours Ago
merge from io_optims
6 Hours Ago
merge from main
6 Hours Ago
Fixed LOD components allocating a delegate each time they reregister with occlusion culling A big base streaming in (~3500 LOD components): 417KB -> 15KB alloc
Today
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
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
Today
Fixed door controller lights not being culled Was ~0.2ms on light culling and binning for 81 of them
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
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
Another visual cooking pooling fix
Today
Now poolable: - Cooking workbench - Metal embrasures - Flower pots Fixed some visual cooking pooling bugs
Today
Windmills now use two syncvars to send wind updates instead of full network updates They're poolable too
Today
merge from weapon_refresh_nailgun
Today
Beehives are poolable
Today
Planters are poolable
Today
Storage adaptors are now poolable (were the biggest spawn cost when streaming in a base with a lot of them)
3 Days Ago
Updated skinviewer nailgun to use the rigged VM
4 Days Ago
Restored tropical3 terrain
4 Days Ago
Cherrypick 168219
4 Days Ago
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4 Days Ago
merge from weapon_refresh_nailgun
4 Days Ago
Fixed nailgun missing muzzlepoint, was erroring when put in a turret
4 Days Ago
Fixed nailgun world model outlline
4 Days Ago
merge from main
4 Days Ago
merge from skinviewer_nailgun
4 Days Ago
Added nailgun to the skin viewer
4 Days Ago
Set a bunch of textures to non readable
4 Days Ago
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4 Days Ago
merge from boateditmode_priv_fix
4 Days Ago
Fixed client showing boat privilege for edit mode boats you have no auth on
4 Days Ago
merge from deepsea_unloading
4 Days Ago
Never unload the deep sea asset scene if it has been loaded by an entity in the main island (modded) Traveling back and forth was still unloading it
4 Days Ago
merge from ui_misc_optims
4 Days Ago
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4 Days Ago
Fixed some store pages referencing assets from other packs, copy pasted leftovers
4 Days Ago
Fixed discord logos compression, just reduced their size to match the used mip and made them multiples of 4 so they compress to DXT5
4 Days Ago
Fixed the server map image staying in VRAM after the connect modal Now freed about a minute after the modal closes
4 Days Ago
Disable the graphic raycaster of a disabled ui window Saves some overhead when navigating in the menu
4 Days Ago
Skip raycasting canvases that arent drawn, so closed menu pages stop costing EventSystem.Update every frame when the cursor is unlocked Saves 0.5ms in the inventory in editor
4 Days Ago
Fixed every graphic serializing an empty cull state event nothing listens to. Now created when getting a listener Drops ~40MB of managed memory for 141k graphics