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139,460 Commits over 4,505 Days - 1.29cph!

11 Days Ago
Update: add SwitchToMultithreading helper - added ConVar.Unsafe.UseMultithreadedScripting to disable experimental multithreading Tests: compiles
11 Days Ago
Battery tick optims: merge the drain and charge into one loop
11 Days Ago
firecracker now uses the proper world model instead of the flare model updated .item to properly reference the new .worldmodel prefab.
11 Days Ago
NRE fix with plant fibers, icon change
11 Days Ago
Unsaved, spawn grid command
11 Days Ago
browser_country_distance_fix -> main
11 Days Ago
Change the server browser geographic centre of Russia to the capital
11 Days Ago
network_range_finder -> main
11 Days Ago
Tool to audit entity network range based on LOD settings - we can net cull it in we cant see it
11 Days Ago
final UI tweaks, new field for adding a composter-specific icon rather than reusing the cooking icon when a furnace is on
11 Days Ago
fixed further issues with the low object quality. back rooms that had the same ceiling issue + the sides of the ceiling showing through the mesh. now fixed.
11 Days Ago
Switch the PipeMesh mesh upload process to use SetSubMesh instead of SetTriangles which allocates a bunch Calculate normals for industrial pipes in the job, not on main thread Seems to be about 15% faster on main thread and removes some allocations Also enabled burst compiling on the job itself, seems to be 10-20x faster but that doesn't help us on the main thread (can't hurt) Added 3 new tests for industrial pipe generation, ensuring the vert count and normals are generated correctly as well as a general performance test
11 Days Ago
fixed see-through ceiling for the supermarket on low object settings. LOD1 was missing parts of the mesh
11 Days Ago
Fixed UI positions and added a fourth output slot
11 Days Ago
fixed spas12 3p deploy sound added a dedicated spas 12 deploy sound definition and replaced the sawed-off deploy and pump sounds to match first person
11 Days Ago
Composter UI refresh, actually see 'decomposition time', like the cooking and smelting UI showing you the progress.
11 Days Ago
fixed mini-crossbow not playing SFX not playing after firing in ADS when it rotates updated .meta to reference the proper sound.
11 Days Ago
Allow viewing maps for each zone/server in the nexus too if it is set
12 Days Ago
fixed krieg chainsword not placing on single weapon racks placement needs refining
12 Days Ago
Updated nuclear missile silo pipes steel material to use the proper textures. no longer super shiny pipes
12 Days Ago
Update: added standalone win TLS slot to allow - also wrapped into OS & config dependent compile guards Tests: built all flavors of standalone and checked that code succesfully executes in other project
12 Days Ago
Fix laser beam jobs pointing at the origin
12 Days Ago
add unsafe scripting access scope
12 Days Ago
merge command palette back to main
12 Days Ago
notes, lives, basic input
12 Days Ago
push up editor
12 Days Ago
lower lanes, add notes
12 Days Ago
Implement connecting to nexus servers from the connect modal Automatically select the starter zone if there is only one choice Hide connect button until a starting zone is selected (if needed) Client-side nexus tag for easily identifying which servers are nexus clusters Fix zone list not hiding fully on the connect modal
12 Days Ago
Fix wrong transform used for zone list causing header to be destroyed
12 Days Ago
Add in the zone list and nexus map on the server connect screen
12 Days Ago
fixed fences in monuments becoming invisible on low object quality settings. most chainlink fences needed this fixing. scene2prefab
12 Days Ago
Drain pass optims
12 Days Ago
removed duplicate ligths from military tunnels scene 2 prefab
12 Days Ago
initial code testing, level data
12 Days Ago
hackweek: search command palette for the toolbar dropdowns (tools/windows/etc)
12 Days Ago
Circuit rebuild pass optims, we have a collection of dirty circuits instead of looping all circuits to check a bool, much better at scale
12 Days Ago
syncvar_stale_inheritance_fix -> main
12 Days Ago
Evaluation pass optims, use buffers instead of pooling collections every tick
12 Days Ago
Progress on showing nexuses on the new menu, this time without the separate tab Fixed nexus player authentication that's been broken since moving the backend endpoint
13 Days Ago
Manifest
13 Days Ago
Swap around 20 classes over from RPC + Proto to SyncVars - Codegen
13 Days Ago
Speculative crash fix: Clamp instance index in terrain hole shader
13 Days Ago
[hackweek] add possession mode to demoui2
13 Days Ago
added sfx to large medkit consumable using eat_soft so there's at least something there until we get more specific sfx
13 Days Ago
exported the kitbashed mesh and made it an actual object with its own lods now. Updated prefab with the new geometry.
13 Days Ago
updated powerline cables LOD texture to accomodate new draping cables shape/form
13 Days Ago
Fix stale syncvar inheritance roots being kept around after each weave
13 Days Ago
industrial torch attack was using the wrong sound definition template. was using defualt - cuasing the SFX to be heard from afar. Switched to the same template that the base torch uses.
13 Days Ago
desalination tank collider update. Fromt 28 box/capsule colliders and a mesh collider to just 1 mesh collider
14 Days Ago
Change ServerInfo from a struct to class, it had no business being a struct at over 156 bytes large