userJarryd Campicancel
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12,663 Commits over 2,315 Days - 0.23cph!

3 Hours Ago
Add graphics.useDetailedRendererBatchCullingCheck convar to test new behaviour, defaults to true Would need to relog to see the difference
3 Hours Ago
Allow MeshLOD and RendererLOD components to use the occlusion culling system if they have a RendererBatch component but the RendererBatch won't work (eg. not marked r/w, too many tries, etc.) When standing at the edge of trainyard or outpost and looking directly at a wall (when you would expect the majority of assets to cull) this seems to cull a huge amount of renderers Compound goes from 4.4m tris and 1347 SetPass calls to 2.2m tris and 829 SetPass calls Trainyard goes from 5.5m tris and 1538 SetPass calls to 1.8m tris and 726 SetPass calls MeshCull seems to be working correctly on paper but still seems to be rendering when I would expect it to be culled, so there may be more gains to be had here
4 Hours Ago
Apply some array bounds checks to ProcessCallbacks, trying to track down a rare NRE
Today
Fixed an exception when toggling occlusion culling in the experimental settings menu while in-game
Today
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Yesterday
Remove GIbbable components from immortal NPC vending machines Seems to cause some issue when loading a save in client+server mode
Yesterday
Merge from minifridge
Yesterday
Setup mini fridge softcore corpse
Yesterday
Converted Minifridge to MeshLOD, match fridge LOD range
Yesterday
Merge from main
Yesterday
Merge from island_scenes
Yesterday
Fixed the AI boat triggers on the islands as well, S2P everything
Yesterday
Merge from parent
Yesterday
Merge from floating_cities
Yesterday
Fixed death screen fade not working correctly in deep sea
Yesterday
Merge from naval_update/floating_cities
Yesterday
Fix boat avoid triggers on floating cities not marked as triggers, causing players to get yeeted out of every floating city at high speed Added DynamicSafeZoneArea to floating cities, triggers the hostile top right warning indicator when close to the floating city
Yesterday
Merge from parent
Yesterday
Show a right click context option to add the selected item to the current tech tree graph
Yesterday
Merge from rpg_skin
Yesterday
Fixed death screen not showing rocket icons from the RPG skin
Yesterday
Merge from main
Yesterday
Fixed tech tree editor window populate buttons not working
Yesterday
Fixed incorrect elevator power usage
Yesterday
Merge from hackweek_boxsorting
Yesterday
Enabled sorting on all DLC storage items (including all barrels)
Yesterday
Merge from main
Yesterday
Fixed translation not working
Yesterday
Merge from puzzle_reset_changes
Yesterday
Phrases
Yesterday
Added a toast if the player is in range of a monument resetting to tell them to leave, off by default (server.monumentPuzzleResetWarnings)
3 Days Ago
Merge from rpg_skin
3 Days Ago
Fixed elevators losing power when power is plugged into a non power slot somewhere in the column
3 Days Ago
Ghost ships now show a map marker Fixed rotation of deep sea island icons
3 Days Ago
Merge from floating_cities
3 Days Ago
S2P all FC's + HLOD
3 Days Ago
Fixed some missing farm access dialogue
3 Days Ago
Missing file
3 Days Ago
Disable the disco ball light emitters entirely with a tight LOD range, saves around 200k triangles, 300 shadow casters and a few hundred batches
3 Days Ago
Merge from parent
3 Days Ago
HLOD will no longer modify LODComponents at runtime that are controlled by culling volumes These two systems were fighting for ownership of components which was resulting in some objects that should be culled being displayed, this would occur inconsistently as the HLOD staggers it's work over multiple frames but the culling volume is instant This commit doesn't actually fix the issue on prefabs, will require S2P and regeneration of HLODs on floating cities (and possibly other monuments)
3 Days Ago
Merge from hackweek_boxsorting (last UI pass)
3 Days Ago
Merge from box_sorting_ui
3 Days Ago
Merge from main
3 Days Ago
Merge from main Automatically resolved conflicts in flare.weapon, planner.prefab, chainsaw.entity, HeldEntity.cs, PlayerModel.cs
6 Days Ago
Merge from main_merge_31_oct_try_again
6 Days Ago
Delete duplicate DDrawCommand file CopyPaste updates Reapply junkpile water changes
6 Days Ago
Merge from main (attempt 2, same as last time but kept destination changes on copypaste)
6 Days Ago
Merge from main (deeply cursed merge) Manual changes in: GameManifest-Generate.cs CopyPaste.cs BaseNetworkable.cs BaseEntity.server.cs - could not merge at all, ran text merge GeneralEditorPrefProvider.cs - could not merge at all, ran text merge GameUI.Hud.Map.prefab - kept source changes, will need to redo naval map changes JunkpileWater.cs - complete nightmare, kept source changes and will redo naval changes
6 Days Ago
Merge from foliage_swap