196,979 Commits over 4,110 Days - 2.00cph!

8 Days Ago
Merge from parent
8 Days Ago
Merge from main
8 Days Ago
Merge: from growablegenes_allocs - clean of 1 line Tests: none, trivial change
8 Days Ago
Clean: remove unused static Tests: none, trivial change
8 Days Ago
Merge: from growablegenes_alloc - reduces(removes?) junk allocs from growables Tests: editor builds + alloc unit test
8 Days Ago
Clean: unused usings Tests: none, trivial change
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Merge: from main Tests: editor builds
8 Days Ago
Clean: remove Sort from BufferList Not used anywhere Tests: editor builds
8 Days Ago
Optim: don't sort slotWeights to avoid internal allocs Array.Sort(T[], IComparer<T>) in this version of mono always allocates a Comparison<T> internally. Lucky for us, we can just simplify the code and avoid this alloc. Tests: alloc unit test passes
8 Days Ago
merge from discord_sdk_1.2
8 Days Ago
trawler ship materials and models progress
8 Days Ago
merge from hackweek_fps_logging
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merge from menu_fps_cap_fix
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merge from purifier_waterloss_fix
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Merge from vine_data_fix
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Update x marker data for VineSwingingTree02 and 03
8 Days Ago
Updated battery search mission to require 3 batteries
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Compile fixes
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Merge from main (NPCTalking conflicts)
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Merge from frontier_external_fixes
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Added a 50% buffer for the look at check when looking at a gate with a spraycan
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Merge from main
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Merge from computerstation_reskin_fix
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Merge from main
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Merge from team_invite_changes
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Fix auto turret auth not working
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Merge from main
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Resource dispensers respect max stack size
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merge from new_menu
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Bring back modding category to server browser Add wipe schedule filters back
10 Days Ago
Don't auto-enter BBS edit mode when loading from a save so any boat left in the work area isn't confusingly converted to editable.
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Remove leftover debug print
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Merge from trimmed_asset_warmup
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Indirect instancing fixes: - Supported shaders are no longer determined at runtime, instead a list is supplied to the component on the main camera prefab. This fixes issues where instanceable objects would end up in the non-instanceable fallback renderer. - Add operations are no longer queued in order to return success/failure states immediately back to the caller. - Remove operations are now queued without relying on managed references, fixing various use-after-destroy issues. - Broadened the use of the InstanceCreationInfo struct to avoid fealing with so many function parameters. - Improved logging when instances can't be added (1) at all or (2) only in the non-instanced fallback renderer. - Fixed exceptions resulting from calling RecalculateUVDistributionMetric() after UploadMeshData()
10 Days Ago
Cleanups from x86-64 Remove probably unused linux libraries related to Steam Cleaning up VPC build scripts Draw console notify text above all other panels
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Enabled R/W on a few collision meshes that need it
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Set isDynamic on all block RendererLODs, fixing visual issue after loading.
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Featured tab items ordering
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Mass/health block tweaks
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BBS duplicate name fix. Sails revert to closed on save load.l
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merge from new_menu
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Featured tab now spawns stuff
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Optim: avoid allocating compoarison delegate in GrowableGenes.PickWeightedGeneType Tests: unit test