13,055 Commits over 2,376 Days - 0.23cph!
Lowered HLOD distance of floating cities 200 -> 100
Update ignore list to include new boxes
Merge from storage_adaptor_box_collisions
DeployVolume entity group lists now respect the entityMode field
Switched the storage adaptor deploy volume collision check to ignore wooden boxes (will still be affected by prevent building check)
Converted entity list to a EntityGroup for easier management
Added a placeholder charm selector to the skin selector box in the crafting screen
Added support for adding arbitrary PropRenderers to the Icon Geneartor manifest (very hacky, needs some cleanup)
Convert AccessoryManager into a singleton scriptable object
Add a new AccessoryItem class, derives from SteamInventoryItem, basically a skin that points to a charm prefab
Convert spawning processes into GameManager so we can use pooling
Store a selected charm per item in PlayerPrefs, similar to how we store the selected skin per item
Don't turn on all child objects of culling volumes, was only needed to work around an editor bug
Fixed NRE when disconnecting from a server while in the deep sea
Adjusted deep sea vertical bounds to match height of mainland bounds, fixes projectiles getting shot out of the bounds triggering a packet flood kick
Merge from UpdatedVisibleHolsteredItems_gc_fix
Removed Linq usage from UpdatedVisibleHolsteredItems, saves some GC
Replace TravellingVendor's FetchTargets Vis lookup with a quick iteration over subscribed connections, shuold be faster (in theory, couldn't reproduce slow physics in the editor)
Merge from main
Conflicts on w_sks_rig.fbx and associated meta file, used the version from main as that's technically the latest but this will stomp the changes made in
129608 (29/08/2025)
Auto merge PlayerModel.cs conflict
Adjust floating city HLOD settings to prevent casino pop in
S2P all floating cities
Move SolarPanel.SunUpdate into a work queue (0.05ms budget)
Should benefit from being run here by avoiding a potential physics sync (as well as less load on the Invoke system)
Move ElectricBattery.CheckDischarge into a work queue, budget 0.05ms
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
Convert steering wheel to MeshLOD
Merge from door_alloc_fix
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
Codegen so domain reload works
Move CCTV processing out of a repeated update into a budgeted queue (0.05ms)
Don't add cameras that are completely static to the queue as they don't actually do anything inside server tick
Completely removes server cost of static cameras and limits the cost of dynamic cameras
Switch back to the mainland view on the map screen if it closes while open
Fixed ghost ship map markers rotation and scale
Death screen now switches back to the mainland if the deep sea closes for any reason
Don't spawn map markers at all if they aren't in the appropriate mainland/deep sea area
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Merge from kinematic_asleep_magnet
Added a new kinematicWhileAsleep option for vehicle settings
Enabled for magnet crane
Merge from dropped_item_optim
Add stressTest_DroppedWeapons, drops the given number of ak's in front of the player, defaults to 500 if nothing is provided
Moved DroppedItem.CheckValidPosition into the existing dropped item queue with a 0.05ms budget
In theory this should be fine as the raycast goes from the last valid position to the current position, if there's some time between those two events it should resolve itself
In a test case of 500 guns this saves about 0.5ms/frame
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Adjust LOD distances on casino structure so that it doesn't get culled before the HLOD kicks in
S2P all floating cities
Don't allow deployable corpses on boat hulls while in edit mode
Remove the hardcoded apple image in the fog of war shader if something breaks, will now just show fully occluded
Update the death screen if we receive updated fog images from the server