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8,274 Commits over 1,004 Days - 0.34cph!

10 Days Ago
Console autocompletion fills entity name and path in lowercase, fixes some case sensitive commands
10 Days Ago
Fixed wires parented to doors stretching towards world origin after exiting/entering network range
10 Days Ago
merge from parentedwires_fix
10 Days Ago
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10 Days Ago
Added missing AmbientLightLOD to NVG scientist lights
10 Days Ago
merge from pool_review2
10 Days Ago
Bumped the amount of gun firing effects we warm up
10 Days Ago
Metal embrasure warmed up amount set to 25
11 Days Ago
merge from ambientlightlod_pooling_fix
11 Days Ago
Fixed crazy formatting in debug.cs
11 Days Ago
Added debug.printlights command
11 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
11 Days Ago
Privilege cache enabled by default (client and server)
11 Days Ago
merge from menuhero_fix
11 Days Ago
Fixed home's store hero playing and rolling its videos with the menu closed
11 Days Ago
merge from ongui_allocs_fix
11 Days Ago
DeferredExtension.OnGUI and CoverageQueries.OnGUI gui layout set to false, was only running in editor
11 Days Ago
Disabled GUILayout on DDraw and OcclusionCulling Was 0.7KB a frame for nothing, their OnGUI methods dont use GUI layouts
11 Days Ago
Fixed cooking workbench not showing the kettle when preparing the newly added teas
11 Days Ago
merge from cookingworkbench_kettle_fix2
11 Days Ago
merge from io_optims
11 Days Ago
merge from main
11 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
11 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
11 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
11 Days Ago
Fixed door controller lights not being culled Was ~0.2ms on light culling and binning for 81 of them
11 Days Ago
Idle SAM sites stop rewriting their aim every frame Was 0.04ms per frame with 4 sam sites in network range
11 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
11 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
11 Days Ago
Another visual cooking pooling fix
11 Days Ago
Now poolable: - Cooking workbench - Metal embrasures - Flower pots Fixed some visual cooking pooling bugs
11 Days Ago
Windmills now use two syncvars to send wind updates instead of full network updates They're poolable too
11 Days Ago
merge from weapon_refresh_nailgun
11 Days Ago
Beehives are poolable
11 Days Ago
Planters are poolable
11 Days Ago
Storage adaptors are now poolable (were the biggest spawn cost when streaming in a base with a lot of them)
14 Days Ago
Updated skinviewer nailgun to use the rigged VM
14 Days Ago
Restored tropical3 terrain
15 Days Ago
Cherrypick 168219
15 Days Ago
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15 Days Ago
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15 Days Ago
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15 Days Ago
merge from weapon_refresh_nailgun
15 Days Ago
Fixed nailgun missing muzzlepoint, was erroring when put in a turret
15 Days Ago
Fixed nailgun world model outlline
15 Days Ago
merge from main