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6,938 Commits over 1,127 Days - 0.26cph!

1 Year Ago
Recreate the left,right and single 50 cal entities with the new prefabs Get it hooked up like before
1 Year Ago
naval_update -> pt_boat_2
1 Year Ago
scientist_boat_ai -> naval_update
1 Year Ago
If a boat is sinking dont keep trying to apply corrective forces. These forces have always been applied - without it boat sinking looks really cool
1 Year Ago
Missed file
1 Year Ago
Ensure players are properly killed
1 Year Ago
Dont do any clipping checks for AI on the PT Boat and RHIB
1 Year Ago
Add new ClippingCheckAiMode to BaseVehicle.Server Let's us skip clipping checks for AI, or apply to both AI and players
1 Year Ago
scientist_boat_ai -> naval_update
1 Year Ago
turn off debug draw
1 Year Ago
Boat AI will automatically turn on the lights if its nighttime, keeps them off if its day
1 Year Ago
Better lights on the RHIB
1 Year Ago
Remove logs
1 Year Ago
Use raycasts for avoidance instead. Spherecasts are just too unstable
1 Year Ago
When boat dies kill all remaining scientist on board
1 Year Ago
scientist_boat_ai -> naval_update
1 Year Ago
Pass mount point for spawning, dont rely on position
1 Year Ago
scientist_boat_ai -> naval_update
1 Year Ago
Stop info box breaking with 'null action'
1 Year Ago
Dont ram a player if they are way higher up on an island
1 Year Ago
Stop group members including themselves in the pursuit notifications This prevents an infinite loop when pursuing a player
1 Year Ago
Better scientist mount position spawning code Compile fixes
1 Year Ago
Ensure boats have minimum: driver and turrets Then at least 1 other Then we coin flip each subsequent scientist
1 Year Ago
Spawn rhibs facing towards the deep sea centre
1 Year Ago
naval_update -> pt_boat_2
1 Year Ago
Manifest Codegen
1 Year Ago
unskinned_windmill -> main
1 Year Ago
Prefab fixes
1 Year Ago
main -> naval_update (BREAKING)
1 Year Ago
unskinned_windmill -> main
1 Year Ago
Fixed more rotational weirdness
1 Year Ago
Use a guide prefab so you can see the sails of the Windmill when you place it down Start the sails pointing towards the player rather than off to the left everytime https://files.facepunch.com/ianhenderson/1b1311b1/Unity_4IqvKXIbrW.mp4
1 Year Ago
main -> unskinned_windmill
1 Year Ago
syncvar_Improvements_2 -> main
1 Year Ago
dont show performance
1 Year Ago
syncvar_improvements_2 -> main
1 Year Ago
Reading is now down 200~ milliseconds - Use immediate reading mode - Only write symbols if we have them
1 Year Ago
Introduce a cache for BaseNetworkable inherited types. Slighly speeds up post processing (300 ms or so)
1 Year Ago
Remove LINQ usage on ILPostProcessor hook hot loops
1 Year Ago
ddraw_server_wrappings -> main
1 Year Ago
Add text,box,capsule server bindings
1 Year Ago
Add DDraw BasePlayer overrides to the Server (this lets you call DDraw.Line and pass in a player to forward the console command to) Add DDraw.BroadcastLine, DDraw.BroadcastSphere etc, this lets us forward the ddraw to all players automatically without specifing a player.
1 Year Ago
allocation_reductions -> main
1 Year Ago
code gen
1 Year Ago
allocation_reductions -> main
1 Year Ago
Preset list capacity on active renderer effects (stops list reallocations at runtime)
1 Year Ago
Stop UI_Hero_Infobox keeping running its update method for no reason when the menu is hidden. Restore the update loop when menu is open again. Saves 40 bytes a frame
1 Year Ago
Stop PostProcessingLayer stealing a whole 1 KB/s This was due to profiling using a formatted string, a very minor mistake that we paid in allocations on every client. - Profiling was using a formatted string in a hot loop - Hide this behind convar: graphics.detailed_postprocessing_profiling
1 Year Ago
Fix DLSS breaking with GetTemporary. Pass a texture descriptor struct to ask for a random write texture.
1 Year Ago
Dont allocate new RenderTextures every frame in PsotProcessLayer.RenderScale() Lets use RenderTexture.GetTemporary instead Savings in render loop (roughly): - AsyncTextureLoad.Texture (.4 ms) - Texture2D.LoadRawTextureData (.1 ms)