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15,155 Commits over 2,680 Days - 0.24cph!

1 Year Ago
monumentPuzzleResetWarnings is now on by default and saved
1 Year Ago
Add graphics.useDetailedRendererBatchCullingCheck convar to test new behaviour, defaults to true Would need to relog to see the difference
1 Year 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
1 Year Ago
Apply some array bounds checks to ProcessCallbacks, trying to track down a rare NRE
1 Year Ago
Fixed an exception when toggling occlusion culling in the experimental settings menu while in-game
1 Year Ago
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1 Year Ago
Remove GIbbable components from immortal NPC vending machines Seems to cause some issue when loading a save in client+server mode
1 Year Ago
Merge from minifridge
1 Year Ago
Setup mini fridge softcore corpse
1 Year Ago
Converted Minifridge to MeshLOD, match fridge LOD range
1 Year Ago
Merge from main
1 Year Ago
Merge from island_scenes
1 Year Ago
Fixed the AI boat triggers on the islands as well, S2P everything
1 Year Ago
Merge from parent
1 Year Ago
Merge from floating_cities
1 Year Ago
Fixed death screen fade not working correctly in deep sea
1 Year Ago
Merge from naval_update/floating_cities
1 Year Ago
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
1 Year Ago
Merge from parent
1 Year Ago
Show a right click context option to add the selected item to the current tech tree graph
1 Year Ago
Merge from rpg_skin
1 Year Ago
Fixed death screen not showing rocket icons from the RPG skin
1 Year Ago
Merge from main
1 Year Ago
Fixed tech tree editor window populate buttons not working
1 Year Ago
Fixed incorrect elevator power usage
1 Year Ago
Merge from hackweek_boxsorting
1 Year Ago
Enabled sorting on all DLC storage items (including all barrels)
1 Year Ago
Merge from main
1 Year Ago
Fixed translation not working
1 Year Ago
Merge from puzzle_reset_changes
1 Year Ago
Phrases
1 Year Ago
Added a toast if the player is in range of a monument resetting to tell them to leave, off by default (server.monumentPuzzleResetWarnings)
1 Year Ago
Merge from rpg_skin
1 Year Ago
Fixed elevators losing power when power is plugged into a non power slot somewhere in the column
1 Year Ago
Ghost ships now show a map marker Fixed rotation of deep sea island icons
1 Year Ago
Merge from floating_cities
1 Year Ago
S2P all FC's + HLOD
1 Year Ago
Fixed some missing farm access dialogue
1 Year Ago
Missing file
1 Year 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
1 Year Ago
Merge from parent
1 Year 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)
1 Year Ago
Merge from hackweek_boxsorting (last UI pass)
1 Year Ago
Merge from box_sorting_ui
1 Year Ago
Merge from main
1 Year Ago
Merge from main Automatically resolved conflicts in flare.weapon, planner.prefab, chainsaw.entity, HeldEntity.cs, PlayerModel.cs
1 Year Ago
Merge from main_merge_31_oct_try_again
1 Year Ago
Delete duplicate DDrawCommand file CopyPaste updates Reapply junkpile water changes
1 Year Ago
Merge from main (attempt 2, same as last time but kept destination changes on copypaste)
1 Year 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