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8,116 Commits over 1,004 Days - 0.34cph!

1 Hour Ago
Added missing AmbientLightLOD to NVG scientist lights
1 Hour Ago
merge from pool_review2
1 Hour Ago
Bumped the amount of gun firing effects we warm up
1 Hour Ago
Metal embrasure warmed up amount set to 25
Today
merge from ambientlightlod_pooling_fix
Today
Fixed crazy formatting in debug.cs
Today
Added debug.printlights command
Today
Fixed AmbientLightLOD turning back on its lights when reused from the pool while culled Was causing a lot of deployable lights to stay lit at any distance after a base streamed back in Standing near a big base with 994 far ambient lights lit (editor): - LightBinningAndShadowPass 1.2ms -> 0.5ms - FindActiveLights 0.28ms -> 0.07ms
Today
Privilege cache enabled by default (client and server)
Today
merge from menuhero_fix
Today
Fixed home's store hero playing and rolling its videos with the menu closed
Today
merge from ongui_allocs_fix
Today
DeferredExtension.OnGUI and CoverageQueries.OnGUI gui layout set to false, was only running in editor
Today
Disabled GUILayout on DDraw and OcclusionCulling Was 0.7KB a frame for nothing, their OnGUI methods dont use GUI layouts
Today
Fixed cooking workbench not showing the kettle when preparing the newly added teas
Today
merge from cookingworkbench_kettle_fix2
Today
merge from io_optims
Today
merge from main
Today
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
Yesterday
Windmills now use two syncvars to send wind updates instead of full network updates They're poolable too
Yesterday
merge from weapon_refresh_nailgun
Yesterday
Beehives are poolable
Yesterday
Planters are poolable
Yesterday
Storage adaptors are now poolable (were the biggest spawn cost when streaming in a base with a lot of them)
4 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
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5 Days Ago
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5 Days Ago
merge from weapon_refresh_nailgun
5 Days Ago
Fixed nailgun missing muzzlepoint, was erroring when put in a turret
5 Days Ago
Fixed nailgun world model outlline
5 Days Ago
merge from main
5 Days Ago
merge from skinviewer_nailgun
5 Days Ago
Added nailgun to the skin viewer
5 Days Ago
Set a bunch of textures to non readable
5 Days Ago
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5 Days Ago
merge from boateditmode_priv_fix
5 Days Ago
Fixed client showing boat privilege for edit mode boats you have no auth on
5 Days Ago
merge from deepsea_unloading
5 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