134,272 Commits over 4,262 Days - 1.31cph!

2 Days Ago
Menu scene changes (missed file)
2 Days Ago
New change: prevent the quick craft menu from updating if you are pressing buttons, it's subtle but this stops a spam click making the button dissapear before you are ready - makes it a bit easier to see what's going on - Fixed the favouriting button not working (include it in the hash calculations) - Adjusted menu setting
2 Days Ago
Optim: TriggerParent.TickMode 1 - avoid unnecessary entity lookups in RunClippingChecks Microoptim, but why not Tests: none, trivial change
2 Days Ago
Optim: TriggerParent.TickMode 1 - skip RunClippingChecks for entities that failed RunCheckForObjUnderFeet Tests: none, trivial change
2 Days Ago
Ruins B crate spawn fixes.
2 Days Ago
Clean: remove a couple TODOs Was worried about a bug, but deeper scrutiny think the code is correct Tests: none, trivial change
2 Days Ago
Fixed some ore floaters on 2 and 3.
2 Days Ago
missed a file, apply position to IconWithCount
2 Days Ago
re-enable mipmaps, fix opacity, polish placement
2 Days Ago
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
2 Days Ago
Fixed a couple of overlapping spawns on 4. S2P
2 Days Ago
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
2 Days Ago
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
2 Days Ago
Optim: use persistent buffers for TriggerParent::RunCustomJobsQueue - codegen Tests: with tickmode 1 - built a boat, jumped on-off
2 Days Ago
merge from naval_update
2 Days Ago
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2 Days Ago
exported latest paintaball gun vm anims
2 Days Ago
merge from naval_update
2 Days Ago
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2 Days Ago
merge from fix_containerioentity_item_syncing -> main
2 Days Ago
Fixed ContainerIOEntities not syncing inventories with item when picked up
2 Days Ago
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
2 Days Ago
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
2 Days Ago
Merge: from main
2 Days Ago
main -> quick_craft_improvements
2 Days Ago
Flame turret code cleanup
2 Days Ago
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2 Days Ago
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2 Days Ago
merge from linerenderer_lod_fix
2 Days Ago
Fixed RendererLOD not working with line renderers, HasValidMesh was returning false all the time Fixes invisible string lights wires
2 Days Ago
changes on salvaged axe deploy sound
2 Days Ago
Only use the nearest planeFitPoint to the shore when determining if beached or not
2 Days Ago
CurrentThrust uses the Anchored bool not list traversal of anchors
2 Days Ago
setup paintball viewmodel prefab with skinning mesh render on meshes and culling set to always animate
2 Days Ago
merge from spacestation_storepages (new space station building skin video to store ui prefabs)
2 Days Ago
updated space station building skin video added to store prefabs
2 Days Ago
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
2 Days Ago
Only show the deep sea toggle map button if the deep sea is open
2 Days Ago
merge from naval_update
2 Days Ago
Fixed PatrolHelicopter.UpdateEffects NRE when entering/leaving deep sea with patrol heli active
2 Days Ago
The "Follow player" map button now automatically switches to the correct view (deepsea/mainland)
2 Days Ago
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
2 Days Ago
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
2 Days Ago
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
2 Days Ago
Undo of Undo: 139927 (merge: from triggerparentdelayedexit_optim) Will apply the fixes on top with merge
2 Days Ago
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
2 Days Ago
(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.
2 Days Ago
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
2 Days Ago
Fixed slim gap in half wall hard side
2 Days Ago
Added brutalist skin roof top line mesh and conditional prefabs