userFlaviencancel
reporust_rebootcancel

8,191 Commits over 1,004 Days - 0.34cph!

2 Days Ago
merge from battery_vfx_fix
2 Days Ago
merge from repairbench_charms_fix
2 Days Ago
merge from tutorialvideos_fix
2 Days Ago
merge from menuchat_blur_fix
2 Days Ago
merge from stairs_los_improvements
2 Days Ago
merge from safezone_warningpopup_fix
2 Days Ago
merge from f7dialog_title_fix
2 Days Ago
Fixed medium/large battery arcs VFX playing on uncharged batteries when coming back into range
2 Days Ago
Fixed not being able to change accessory of guns with no skins in the repair bench (m16)
2 Days Ago
Converted the 32 tutorial mp4 videos to webm
2 Days Ago
Fixed tutorial welcome video not playing correctly, was a mp4
2 Days Ago
Fixed main menu chat hiding the rest of the screen with RRP enabled
2 Days Ago
Added additional LOS check pos to stairs (L, U, spiral and triangle spiral) Fixes Line of sight blocked errors when you have a clear line of sight
2 Days Ago
Fixed safe zone warning persisting on the main menu, also fixed missing title
2 Days Ago
F7 dialog completion screen now thanks the player for their feedback instead of for reporting a player
2 Days Ago
Hide movement speed modifier in the boosts UI in the inventory screen, was showing when leading animals or pulling siege weapons
2 Days Ago
merge from leading_boostui_fix
2 Days Ago
Console autocompletion fills entity name and path in lowercase, fixes some case sensitive commands
2 Days Ago
Fixed wires parented to doors stretching towards world origin after exiting/entering network range
2 Days Ago
merge from parentedwires_fix
3 Days Ago
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3 Days Ago
Added missing AmbientLightLOD to NVG scientist lights
3 Days Ago
merge from pool_review2
3 Days Ago
Bumped the amount of gun firing effects we warm up
3 Days Ago
Metal embrasure warmed up amount set to 25
3 Days Ago
merge from ambientlightlod_pooling_fix
3 Days Ago
Fixed crazy formatting in debug.cs
3 Days Ago
Added debug.printlights command
3 Days Ago
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
3 Days Ago
Privilege cache enabled by default (client and server)
3 Days Ago
merge from menuhero_fix
3 Days Ago
Fixed home's store hero playing and rolling its videos with the menu closed
3 Days Ago
merge from ongui_allocs_fix
3 Days Ago
DeferredExtension.OnGUI and CoverageQueries.OnGUI gui layout set to false, was only running in editor
3 Days Ago
Disabled GUILayout on DDraw and OcclusionCulling Was 0.7KB a frame for nothing, their OnGUI methods dont use GUI layouts
3 Days Ago
Fixed cooking workbench not showing the kettle when preparing the newly added teas
3 Days Ago
merge from cookingworkbench_kettle_fix2
3 Days Ago
merge from io_optims
3 Days Ago
merge from main
3 Days 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
3 Days Ago
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
3 Days Ago
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
3 Days Ago
Fixed door controller lights not being culled Was ~0.2ms on light culling and binning for 81 of them
4 Days Ago
Idle SAM sites stop rewriting their aim every frame Was 0.04ms per frame with 4 sam sites in network range
4 Days Ago
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
4 Days Ago
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