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8,289 Commits over 1,004 Days - 0.34cph!

49 Minutes Ago
Store analytics fixes
5 Hours Ago
Scrap king store page wip
Today
merge from storepage_oct26
Today
Updated sunburn media
Today
Append hash to uploaded store media URLs, so an updated image gets a different URL
Today
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Today
Fixed UI_Store formatting
Today
merge from store_notif_fix
Today
Debug convar to reset the NEW notif
Today
Fixed store NEW notification when skins are released
Today
Reduced the range of 62 lights in the caboose from 80 to 15 meters (they have a 1m range) Saves aroud 0.1ms when close to outpost with the caboose switched on S2P outpost
Today
merge from piemenu_icons_stacked_fix
Today
Fix attempt for pie menu icons stacked top right and emojis offset
Today
Fixed limited store grid NRE
Today
merge from store_gridnre_fix
Yesterday
Deleted 25 rocks placed 2.5km under the terrain in the excavator monument S2P excavator
Yesterday
Restored codegen
Yesterday
Preload 324 cow and sheep sounds like the other animals Avoids a ~1.2ms hitch the first time each clip plays, memory impact is only around 3MB
Yesterday
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Yesterday
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Yesterday
merge from more_lod_optims
Yesterday
Use a hashset for the combined mesh lookup from 169597, Contains was slow on big ass bases
Yesterday
Fixed LODs showing their level a second time after being enabled, was tooking batched blocks out of their batch and back in for nothing
Yesterday
Fixed opening a double door rebuilding the batched walls around it, the door frame now stays batched while the door swings Regression from 169567
Yesterday
merge from more_lod_optims
Yesterday
Fixed pooled blocks staying unbatched, their LOD component asked to batch them before their RendererBatch component was enabled
Yesterday
Gamepad icon for the gamepad section in the settings
Yesterday
Batched meshes only recalculate UV0 distribution metric, UV1 are for lightmaps which we don't use Editor profiling, walking around the same big base: RendererCell.ApplyBatches ~4.5ms -> ~3.1ms
2 Days Ago
Optimised RendererGroup invalidation, only the combined mesh holding the block is switched back to separate renderers Editor profiling, walking around the same big base: slowest LOD switch ~2.5ms -> ~1ms
2 Days Ago
Fixed batch groups staying unbatched for good when their rebuild got cancelled by another change in the same cell
2 Days Ago
Fixed LODs being worked out from the camera position before a respawn or CCTV switch (regression from 169523)
2 Days Ago
Bunch of LOD optims: - The budget is now checked mid cell, if a dense cell exceeds the budget we pause and resume on the next frame. Fixes big spikes for large cells - Camera and player positions are read once per frame instead of by every LOD member - Static LOD members cache their grid position - Mesh and renderer LODs skip their update while their distance stays between the same LOD distances Editor profiling, walking around a big base, LODGrid p99 frame: ~15ms -> ~1ms (max budget)
3 Days Ago
merge from cui_blur_fix2
3 Days Ago
Fixed allocations in SortBlurredLayers
3 Days Ago
Raised the UI blur capture limit from 4 to 6 per frame CUI blurs only take a capture of their own when they cover UI drawn before them CUI blur sorting runs once per frame instead of on every AddUI/DestroyUI
3 Days Ago
merge from socialmenu_perf_fixs
3 Days Ago
Virtualised the friend sections so we don't have a ton of prefab instantiated Changed the friends name sort to ordinal ignore case 1000 friends rebuild, menu opened: ~159ms -> ~14ms
4 Days Ago
Throttle friends list rebuilds from status changes to once every 2s while the friends menu is open, instead of every 0.2s
4 Days Ago
Discord presence changes no longer rebuild the list while the friends menu is closed
4 Days Ago
merge from ladderhatch_close_fix
4 Days Ago
Fixed being unable to close open ladder hatches from certain angles
4 Days Ago
merge from cui_blur_fix2
4 Days Ago
Fixed CUI blur stacking sorting issues
4 Days Ago
Moved MenuUI2's UIBlurCanvasesBehind from FadedBackground to PageBackground as it needs a CanvasRenderer
4 Days Ago
merge from uiblur_faded_fix
4 Days Ago
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