193,460 Commits over 4,079 Days - 1.98cph!

5 Days Ago
CC/Tonemap system handles marked for deletion entities
5 Days Ago
Merge from main
5 Days Ago
Update: initial stack gathering support for allocs in Continuous mode - using release libs based on d48bcf49, with hardcoded stack gathering for now Somehow it's 15% faster than mono_get_last_method, which doesn't make sense - need to update the exporter to figure out what's being generated. Tests: none Profiling shows
5 Days Ago
Fixed bullet blood not playing on awake. Fixed its missing material Made warmup counts consistent between blood impact types. (35 for bullet, 5 for melee)
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Subtractive merge (120559 & 120558)
5 Days Ago
replaced the vine mesh with an updated version on viewmodel vine rig
5 Days Ago
Minor cleanups
5 Days Ago
World changes
5 Days Ago
High quality compression settings
5 Days Ago
Fixed a null ref caused by the indirect lighting diffuse texture being missing for the first frame of rendering the environment volume pass
5 Days Ago
Made waterworld for testing
5 Days Ago
Merge from indirect_lighting_fixes
5 Days Ago
main ➡️ naval_update
5 Days Ago
Hull_square test
5 Days Ago
Merge from indirect_lighting_fixes
5 Days Ago
Merge from main
5 Days Ago
Remade is broken icon Old one was looking super low res with higher monitor resolutions
5 Days Ago
merge from main
5 Days Ago
Fixed skin rendering issues in darkest environment volumes by correcting the deferred indirect lighting render targets' formats
5 Days Ago
5 Days Ago
Add a separate boat planner for now.
5 Days Ago
Fixed the sound trigger of bromeliad_dry_a being set to the wrong layer and preventing item pickup
5 Days Ago
merge from main
5 Days Ago
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5 Days Ago
Update jungle emote image
5 Days Ago
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merge from main
5 Days Ago
Test: adding an profiler-allocation overhead estimate test - Switched to relase binaries of d340789f Without profiler recording, allocs cost us ~0.3micros, with recording it costs 1micro. Next will see if we can afford gathering full callstacks for each alloc. Tests: unit tests
5 Days Ago
Ensure jungle waterhole is not a viable crash site for the helicopter Ensure all Lakes/Oasis don't allow heli crash MonumentInfo 'AllowPatrolHeliCrash' is set to default to false - prevents this happeneing in the future
5 Days Ago
Some minor fixes Experimenting with different queue implementation
5 Days Ago
Merge from /main
5 Days Ago
Merge from: main Tests: none (no conflicts)
5 Days Ago
Bugfix: NotSupportedException when trying to use NetWrite.Read - Fixed by going directly via underlying buffer of NetRead/NetWrite - Removed generic Stream call path for recording of packets Tests: ran a server-side client demo recording in editor - before exceptions, now clean
5 Days Ago
rebalanced buoyancy flow movement scale for boogieboard and kayak so you can actually move away from the beach
5 Days Ago
update half height shelve name
5 Days Ago
Fixed duplicated bones in horse skeleton properties, causing duplicate bone id warnings when damaging a horse for the first time
5 Days Ago
fixed radiation dart feathers clipping through the hand - update to fbx
5 Days Ago
Update: Continuous profiling that only captures allocations (for now) - using debug binaries built from d340789f, it triggers a snapshot every 3rd frame for testing - added a test to validate the loop of capture-and-resume - Native.StartRecording -> Native.TakeSnapshot Pretty barebones for now, need to profile callstack gathering to see how expensive it is for continuous profiling. Tests: unit test
5 Days Ago
fix sigil wallpaper
5 Days Ago
Fix: Add "vine" to texture streaming exclude patterns.
5 Days Ago
caves S2P
5 Days Ago
fixed occurences of light leaking in cave segments prefabs set cave glow worms to world layer turned on fade on cave pointlights and a slight increase in drawing radius to fix long corridors popping
5 Days Ago
update variants number
5 Days Ago
Removed model component from all deployable corpse prefabs, not needed Fixes some missing string warning when repairing them
5 Days Ago
merge from main
5 Days Ago
progress backup on the trawler greybox
5 Days Ago
Fixed player getting stuck while on ladder in core of excavator if excavator rotates Player will now be parented to the excavator entity while on the ladder Added IgnoreIfOnLadder to TriggerParentExclusion for cases like this S2P excavator
5 Days Ago
Possible AutoTurret.AimOffset NRE fix