133,444 Commits over 4,262 Days - 1.30cph!

4 Hours Ago
Disabled GPU instancing on RHIB materials to fix incorrect occlusion and normal maps
4 Hours Ago
ironsight target tweak
4 Hours Ago
merge from space_station_weapon_skin
4 Hours Ago
tidy up of SSS profiles. Shared profiles across 12th birthday cake and candle hat, removed mummy mask, frankenstein mask, latex balloon, old birthday cakes, ruistige egg G. We're now at 13
4 Hours Ago
Merge from space_station_weapon_skin
4 Hours Ago
Fix warning spam on viewmodel
4 Hours Ago
Male mummy wraps full body reposed
4 Hours Ago
Prevent createdeepsea from running if deepsea.enabled is false
5 Hours Ago
merge from fixedupdate_cleanup
5 Hours Ago
BoatAI now checks for obstacles 5x less than what it used to (reduce avoidance_update_interval). Results are still decent enough to use and will greatly reduce the amount of time we are spending on repeated obstacle searches.
5 Hours Ago
TriggerForce also uses a cancellable InvokeFixedTime based on empty state
5 Hours Ago
Reduce underwater_drag_budget_ms default to 0.05 (was 0.1)
5 Hours Ago
split JunkPileWater FixedUpdate into timed InvokeRandomized to replace nextPlayerCheck timer and UpdateMovementFixedTick on InvokeRepeatingFixedTime only when a player is nearby
5 Hours Ago
Add null checks to various places in PlayerBoatSounds.
5 Hours Ago
Disable nav mesh obstacle carving on LootContainers spawned in the deep sea (can be controlled with debug.disableLootNavObstaclesInDeepSea convar) Strip all NavMeshObstacles on floating cities
5 Hours Ago
Fixed deep sea not killing network limited entities when closing, leaking them after every deep sea wipe (metal detector sources)
5 Hours Ago
merge from deepsea_leak_fix
5 Hours Ago
removed FixedUpdate from TriggerPlayerForce in favour of cancellable FixedTime reapting invokes based on trigger contents - we have a lot more of these with boats now
5 Hours Ago
naval_update -> mountedturrets_fixes (broken everything)
5 Hours Ago
Merge from naval_update
5 Hours Ago
Merge: from triggerparentdelayedexit_optim - Optim: sped up noclip check via OOB broadphase + reduced tick count + added BaseEntity caching Tests: hopped around the boat
5 Hours Ago
Merge: from opt_triggerparent_timeslice - Optim: reduced component accesses and added support for triggerparent.ontick timeslicing Tests: jumped around the boat
5 Hours Ago
▅▍▌▉▊: ▋▋▄▅▇ ▍▅▄█▌▆▆▊ ▆▌ █▋▇▇▌▇██▅▄▇▇▇.▊▆▆▆▋▍ ▋▍▌ ▊▋▆▌▍▅ ▌▋▌ ▍▆█▉ - █▊▉▋▆▇▇▌▄▄▊▌▇▆▊▍█▊▉▌▉▄▉▄ ▍█ ▇▉█ ▆█▄▌ ▄▌▊ ▋▄▋▇▊▄▉▋▉▄ ▉▍, ▆▋▇▇▊▉▄▇▄█ ▋▌▍ ▋▇▌▊▊▄▇▇▍▆█▌▅▆▉▉▌▉▍▌█▇▋▌.▄▇▆▄█_▉▇▇▍_█▍▊▊▄▍▄▆(▉▆▉▍██▇ █▌▆▌) ▋▄▉ ▇▊▍▉_▆▋▆▌_▇▌▄▍▋▇▌(▌▋▉▍▉▌▅ ▅.▍) ▊▌▍▉▊: ▇█▊▌▌▉ ▄ ▋▉▋▆ ▄▊▌▊ ▌█▋ ▄▊▄█▇ ▋█▊▆ █▍ ▌▇▋▊▆, ▄██▄▌▋▋▄▅▋ ▋▉▆▆▉▅ ▆▅ ▍▍▊ ▍▄▌█▆▇ - ▊▋▋ ██▇█▌▆▇▇▌▆ ▌▍ ▆▉▄ ▌█▄▌, ▌▊▅ ▌▋▉▄▇▊▊ ▊█▄ ▇█ ▇▆▅▋▇ ▇▌▌▇▋▄▋▊█▋ (▉▌▆-▋▍▄▆▊▊▌▋ ▌▊▋▆▋). ▌▉▋▆▌▋▊▊ ▉ ▍▌▌▅▊▌ ▇▍▌▄▋.
6 Hours Ago
naval_update -> mountedturret_fixes
6 Hours Ago
merge from deepsea_disabled_fix
6 Hours Ago
Fixed deepsea.enable false not killing past saved deep sea - Deep sea manager is now always created regardless of deepsea.enabled - When initialized, if deepsea.enabled is false, deep sea is closed and the manager is destroyed right after
Today
JunkpileWaterWorkQueue frame budget now defaults to 0.05ms (was 0.25)
Today
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Today
removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
Today
fixed skinning issues
Today
Merge from naval_update, revert oilrig scientists
Today
Merge from revert_oildrig_scientists
Today
Convared the distance within players wake up boat scientist AI
Today
merge from spacestation_storepages
Today
merge from spacestation_storepages - added media for building skin and added correct icon to sitem
Today
Use old scientists on both oilrigs
Today
ai.npc_spawn_on_deep_sea_islands default to false
Today
Added Water Bucket Refresh Viewmodel and Worldmodel
Today
Added Water Bucket Textures Setup Water Bucket Materials
Today
Setup Water Bucket Refresh Folder Structure
Today
added in lewis's much better space station building skin cover images
Today
space station media for store - not hooked up yet. Space station icon hooked up to sitem
Today
Fixing cannon mesh loops
Today
Update: reorder clipping entities check to fast-exit on corpses Tests: none, trivial change
Today
Clean: remove duplicate IsDestroyed check It's already checked as part of ToBaseEntity and our caching Entity Tests: none, trivial change
Today
Optim: TriggerParent - cache ToBaseEntity calls Best case they cost us a hash-lookup + alive checks, worst case - hierarchy traversal. We can make do with alive checks only. Tests: built a boat and rode it, put it in edit and reconstructed a foundation
Today
increased culling distance of recycler
Today
Use LOD quality setting "Object Quality" in Indirect Instancing to more closely resemble the LOD switching behavior of the old system.
Today
Update: don't requiry parent exclusion trigger Tests: none, trivial change
Today
Merge: from main