134,165 Commits over 4,262 Days - 1.31cph!

Today
missed a file, apply position to IconWithCount
Today
re-enable mipmaps, fix opacity, polish placement
Today
Clean: refactor TriggerParent.ShouldParentEntitiesJobs - Added profiling scopes No functional changes. This makes data flow easier to track and manage, and helps visualizing stages in perf snapshots. Tests: built a long-boat in tickmode 1, spawend 6 players on it, went to edit mode and back, jumped on-and-off as it was moving
Today
Fixed a couple of overlapping spawns on 4. S2P
Today
Flame turrets do not send their aim dir to all clients every 0.1s anymore, otations are predicted on the client The cpu savings are minimal, but that saves us some useless RPCs sent to all players in network range every 0.1s
Today
Bugfix: Add missing Native collection disposal in GamePhysics Audited all of GamePhysics, looks to be the only cases that slipped in Tests: unit tests + built a boat with tickmode 1
Today
Optim: use persistent buffers for TriggerParent::RunCustomJobsQueue - codegen Tests: with tickmode 1 - built a boat, jumped on-off
Today
merge from naval_update
Today
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Today
exported latest paintaball gun vm anims
Today
merge from naval_update
Today
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Today
merge from fix_containerioentity_item_syncing -> main
Today
Fixed ContainerIOEntities not syncing inventories with item when picked up
Today
Clean: rip out tickmode 1 and 2, rename Jobs mode as tickmode 1 - codegen Out of all versions it's fastest, so only going to continue with it vs baseline 0 Tests: compiles
Reintroduced inventory.quickcraftdelay This prevents you from spam clicking a quick craft button if the menu has recently refreshed, preventing misclicks. Added a menu item, so its adjustable not just with a convar
Today
Merge: from main
main -> quick_craft_improvements
Today
Flame turret code cleanup
Today
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Today
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Today
merge from linerenderer_lod_fix
Today
Fixed RendererLOD not working with line renderers, HasValidMesh was returning false all the time Fixes invisible string lights wires
Yesterday
changes on salvaged axe deploy sound
Yesterday
Only use the nearest planeFitPoint to the shore when determining if beached or not
Yesterday
CurrentThrust uses the Anchored bool not list traversal of anchors
Yesterday
setup paintball viewmodel prefab with skinning mesh render on meshes and culling set to always animate
Yesterday
merge from spacestation_storepages (new space station building skin video to store ui prefabs)
Yesterday
updated space station building skin video added to store prefabs
Yesterday
Do the same for the death screen, button is hidden when deep sea is closed Always show the buttons if we are in the deep sea, even if closed
Yesterday
Only show the deep sea toggle map button if the deep sea is open
Yesterday
merge from naval_update
Yesterday
Fixed PatrolHelicopter.UpdateEffects NRE when entering/leaving deep sea with patrol heli active
Yesterday
The "Follow player" map button now automatically switches to the correct view (deepsea/mainland)
Yesterday
Merge: from triggerparentdelayedexit_optim - Bugfix: properly cleanup TriggerParent and TriggerParentDelayedExit to avoid invalid invokes running Tests: built & finished a boat, jumped around while moving, put it into edit, finished, jumped around - no errors, no extra invokes
Yesterday
Bugfix: properly clean-up TriggerParent and TriggerParentDelayedExit when it gets disabled Reimplements intents of `139965`. Tests: built & finished a boat, jumped around while moving, put it into edit, finished, jumped around - no errors, no extra invokes
Yesterday
Merge: from triggerparentdelayedexit_optim - Bugfix: mitigate double trigger exit call on TriggerParent - Bugfix: TriggerParentDelayedExit leaving invalid invokes when editing already existing boat Tests: built a boat, spawned a player on it, edited - no more errors, no extra invokes running
Yesterday
Undo of Undo: 139927 (merge: from triggerparentdelayedexit_optim) Will apply the fixes on top with merge
Yesterday
Bugfix: TriggerParentDelayedExit - skip entity-delay logic when trigger gets disabled This left invalid invokes running when editing existing player boat, inflating the perf cost Tests: edited existing boat, checked profiler - saw no perf samples gor persistent queue
Yesterday
(WIP) Large refactor: Make BaseEntity responsible for calling StartMotion / StopMotion with (potentially) a single array of numbers to mitigate spikes when large entities set into motion.
Yesterday
Bugfix: early out when double-remove happens Not sure why yet, but saw the same with double-add before, so going to replicate. Also noticed that we can be tracked, but have null-entitycontents, which leads to wasted Invokes, adding overhead - checking Tests: built boat, spawned npc, went to edit mode - no more errors
Yesterday
Fixed slim gap in half wall hard side
Yesterday
Added brutalist skin roof top line mesh and conditional prefabs
Yesterday
merge from naval_update
Yesterday
Flagged steering wheel lock model and effects as dynamic
Yesterday
Merge from naval_update
Yesterday
Make cooking tests editor only for now
Yesterday
Merge from naval_update
Yesterday
Industrial NRE checks
Yesterday
Update tests to better reflect new update flow