134,005 Commits over 4,262 Days - 1.31cph!

4 Days Ago
Kill deep sea if water system is null
4 Days Ago
player_head_stuck_fix_2 -> main
4 Days Ago
Second attempt at trying to fix the players head getting stuck down. Its due to the look direction coming in as negative in rare occasions and then freezing the ik - try and get away with clamping
4 Days Ago
merge from lastplayed_sorting_fix
4 Days Ago
Fix sorting by "last played" not working correctly in the server browser
4 Days Ago
merge from naval_update
4 Days Ago
Fixed gingerbread softside ceiling wallpaper always showing the default skin
4 Days Ago
merge from gingerbread_wallpaper_fix
4 Days Ago
windturbine_lod_fix -> main
4 Days Ago
Fixed Windturbine having a super low LOD range Rebalanced to let us see wind turbines further (taking advantage of now batching)
4 Days Ago
missed some bolts
4 Days Ago
mountplayersync_ai_bypass -> main (yolo)
4 Days Ago
mountplayersync_ai_bypass -> main
4 Days Ago
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4 Days Ago
hot_reload_1.13.13 -> main
4 Days Ago
Update HotReload to 1.13.13
4 Days Ago
Use Kill instead of Destroy when destroying the deep sea manager if deepsea.enabled is false
4 Days Ago
Paintball Gun - split viewmodel weapon and ammo meshes
4 Days Ago
Formatting
4 Days Ago
Removed the deep sea top collider, so supply drop cant get stuck
4 Days Ago
merge from naval_update
4 Days Ago
set up paintball gun 3p and w model anims
4 Days Ago
Also show the current health in boat building UI to make it more obvious if you need to repair
4 Days Ago
Paintball Gun - viewmodel texture update
4 Days Ago
network_profiler_improvements -> main
4 Days Ago
Display in/out simple bytes in MB
4 Days Ago
Reduce SailPositionInfluence
4 Days Ago
merge from naval_update
4 Days Ago
merge from naval_update/deep_sea
4 Days Ago
LOD0 of scrap component box
4 Days Ago
merge from naval_update/deep_sea/islandspawning_fixes
4 Days Ago
4 Days Ago
Enable Indirect Instancing by default
4 Days Ago
Profiling
4 Days Ago
No longer restrict Indirect Instancing (`indirect_instancing.enabled`) to developer accounts. I'm looking at you, staging players. 👀
4 Days Ago
Parse the conveyor's filters into item/blueprint/category dictionaries for faster lookups Takes 800 filter checks from 1.4ms to 0.12ms
4 Days Ago
Allow Indirect Instancing to be toggled in-game any time (Also correctly applies config value when in editor now)
4 Days Ago
Disable pipe shadows at 25% of the cull distance Cuts out a lot of shadow casters on big industrial bases
4 Days Ago
Fixed some allocations
4 Days Ago
Big scary industrial conveyor refactor Main goal here is to try and reduce how many loops are inside loops, as this scales poorly with large item containers (every slot from every input container is iterating over every slot on every output container) Do a single prepass over all of the input items and run them through the conveyor filters, resulting in a single list of items that we can process, then attempt to move them to the output containers Improved GetTotalItemAmount as this was a major time sink when using filters with min/max amounts. Now iterates over the items directly rather than using GetSlots (which triggers another full loop over the container for every slot) Added an IEqualityComparer to ItemDefinition that just compares itemid, should speed things up when comparing ItemDefinitions
4 Days Ago
network_profiler_improvements -> main
4 Days Ago
- Can merge entity packet types according to name (will show a compressed view of available tickets as a subset of entities) - Added entity search bars - Can filter via entity in detailed view
5 Days Ago
Fix world model outlines not displaying when using skip domain reload.
5 Days Ago
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5 Days Ago
Still heavily wip, run the watermap jobs from burst.
5 Days Ago
Start tracking buoyancy components to track them, split batches into deepsea/mainland.
5 Days Ago
Use Vector:GetNormalized instead of GetNormal Fix wood_wire_angle* props spawning glass debris Fix PHX glass props spawning gibs in 1 spot Fix dissolve effect on entities without hitboxes
5 Days Ago
First Iteration of easel painting with passthrough camera. - Added option for easels to toggle viewing scenery as the painting background - Added option for easels to toggle scenery background AND hide paintable, to fully view scenery
5 Days Ago
Merge from space_station_weapon_skin
5 Days Ago
Update: hook up PersistentObjectQueue as well - consolidate work scheduling to AddTo-/RemoveFromActiveTriggers - fixed an exception when unity sends 2 OnTriggerEnter for 1 entity (not sure how, but TriggerBase handled it already) Just the most complicated version left - custom queue with jobs Tests: jumped on and off from moving boat