129,435 Commits over 4,201 Days - 1.28cph!

Yesterday
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Yesterday
Optim: Set Pool<BufferStream> capacity to 32k (sum of NetRead and NetWrite caps) We end up eating up default capacity on busy servers(1.1k BufferStreams on 330p server), causing allocs. This should help avoid that. Tests: none, trivial change
Yesterday
Shortened bird poo decal effect. Cabin no longer enterable
Yesterday
Remove dismount overrides from PlayerBoat now they're not needed
Yesterday
Renaming paintball rig
Yesterday
Adding paintball gun rig
Yesterday
merge from parenting_improvements
Yesterday
compile fix for BaseMountable change - switched out client-incompatible check to an explicit disabling of the behaviour from the vehicle parent instead - set flag on PlayerBoat only
Yesterday
Refactors to LoadedAmmoWorldModel from feedback
Yesterday
Optim: UsePlayerTasks - pre-allocate NetWrites when sending snapshot queues This should reduce contention on the Pool<NetWrite>'s lock and let worker threads blast as fast as possible. Will need to revisit after measuring the pre-alloc overhead for main thread. Tests: On Craggy with UsePlayerUpdateJobs 2 flew away from island's network range then back - entities were where there have been before flying away.
Yesterday
Restore return for invalid dismount positions, not affecting us anymore after moving seat positions
Yesterday
Replaced redundant entities with props in all floating city barges and walkway prefabs Created a prop version of the electric furnace prefab
Yesterday
Large oilrig S2P (fixes old scientists spawning again after merge from main 134314)
Yesterday
merge from parenting_improvements - just the stairs parenting volume
Yesterday
gave boat stairs their own parenting trigger volume
Yesterday
Merge from bbb_deploy_changes
Yesterday
Fix hit particles not rendering
Yesterday
Disable MarkAttackerHostile on two more entities
Yesterday
Fix MountedWeaponSeat NRE
Yesterday
Push the wander direction away from the wall if it gets too close. Hopefully this will stop scientist boats congregating at the corners of the deepsea for no reason
Yesterday
naval_update -> pt_boat_2
Yesterday
scientist_boats_gameplay_2 _> naval_update
Yesterday
pick up fuel when picking up boat engine
Yesterday
Fix fingers not working on reload animations
Yesterday
More PlayerBoat prefab cleanup
Yesterday
merge from fix_ice_skin_particles to fix chainsaw fx lighting issues
Yesterday
Merge the two separate layers/loops into one for GetDeployedEntities
Yesterday
Fixed broken towel lods and floating props in casino
Yesterday
Deep sea icon for the map and death screen toggle button
Yesterday
Remove BoatBuildingBlock.ForceDeployableSetParent override. BoatBuildingStation.GetDeployedEntities() now grabs consutrction layer non-building block entities (doors, windows, etc) to parent them instead of relying on previous BBB override.
Yesterday
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Yesterday
Removed the collision on the deep sea portal buoys
Yesterday
merge from boat_mountable_fixes
Yesterday
set steering wheel as DirectlyMountable, behaviour is the same but shortcuts checking the vehicle parent MountInfo in some cases
Yesterday
check whether the BaseMountable is a MountPoint for its vehicle parent when checking HasValidDismountPosition - already being checked for retrieving the actual positions, this just stops the menu item being hidden in some cases
Yesterday
single 50cal animation update
Yesterday
Fixed error with towel LOD materials
Yesterday
merge from deep_sea
Yesterday
Don't kill deep sea manager and deep sea portals during the deep sea wipe
Yesterday
Remove unintended building volume from PlayerBoat
Yesterday
All heads LODs Heads combined into 1 object per LOD
Yesterday
Merge from render_pipeline_testing
Yesterday
setting ForceDeployableSetParent to true for the PlayerBoat so parenting deployables actually works
Yesterday
Mark small ramp colliders as r/w
Yesterday
S2P on FC3 to incorporate new HLOD changes
Yesterday
RRP: Fixed shadow bias calculations for point and spot lights
Yesterday
Regenerated FC3 HLOD from scratch to remove weird stacking error
Yesterday
Restored cargoship global network behaviour to MainIsland
Yesterday
Merge: from main
Yesterday
merge from naval_update