136,344 Commits over 4,324 Days - 1.31cph!

2 Months Ago
Disabled GPU instancing on RHIB materials to fix incorrect occlusion and normal maps
2 Months Ago
ironsight target tweak
2 Months Ago
merge from space_station_weapon_skin
2 Months 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
2 Months Ago
Merge from space_station_weapon_skin
2 Months Ago
Fix warning spam on viewmodel
2 Months Ago
Male mummy wraps full body reposed
2 Months Ago
Prevent createdeepsea from running if deepsea.enabled is false
2 Months Ago
merge from fixedupdate_cleanup
2 Months 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.
2 Months Ago
TriggerForce also uses a cancellable InvokeFixedTime based on empty state
2 Months Ago
Reduce underwater_drag_budget_ms default to 0.05 (was 0.1)
2 Months Ago
split JunkPileWater FixedUpdate into timed InvokeRandomized to replace nextPlayerCheck timer and UpdateMovementFixedTick on InvokeRepeatingFixedTime only when a player is nearby
2 Months Ago
Add null checks to various places in PlayerBoatSounds.
2 Months 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
2 Months Ago
Fixed deep sea not killing network limited entities when closing, leaking them after every deep sea wipe (metal detector sources)
2 Months Ago
merge from deepsea_leak_fix
2 Months 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
2 Months Ago
naval_update -> mountedturrets_fixes (broken everything)
2 Months Ago
Merge from naval_update
2 Months Ago
Merge: from triggerparentdelayedexit_optim - Optim: sped up noclip check via OOB broadphase + reduced tick count + added BaseEntity caching Tests: hopped around the boat
2 Months Ago
Merge: from opt_triggerparent_timeslice - Optim: reduced component accesses and added support for triggerparent.ontick timeslicing Tests: jumped around the boat
2 Months Ago
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2 Months Ago
naval_update -> mountedturret_fixes
2 Months Ago
merge from deepsea_disabled_fix
2 Months 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
2 Months Ago
JunkpileWaterWorkQueue frame budget now defaults to 0.05ms (was 0.25)
2 Months Ago
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2 Months Ago
removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
2 Months Ago
fixed skinning issues
2 Months Ago
Merge from naval_update, revert oilrig scientists
2 Months Ago
Merge from revert_oildrig_scientists
2 Months Ago
Convared the distance within players wake up boat scientist AI
2 Months Ago
merge from spacestation_storepages
2 Months Ago
merge from spacestation_storepages - added media for building skin and added correct icon to sitem
2 Months Ago
Use old scientists on both oilrigs
2 Months Ago
ai.npc_spawn_on_deep_sea_islands default to false
2 Months Ago
Added Water Bucket Refresh Viewmodel and Worldmodel
2 Months Ago
Added Water Bucket Textures Setup Water Bucket Materials
2 Months Ago
Setup Water Bucket Refresh Folder Structure
2 Months Ago
added in lewis's much better space station building skin cover images
2 Months Ago
space station media for store - not hooked up yet. Space station icon hooked up to sitem
2 Months Ago
Fixing cannon mesh loops
2 Months Ago
Update: reorder clipping entities check to fast-exit on corpses Tests: none, trivial change
2 Months Ago
Clean: remove duplicate IsDestroyed check It's already checked as part of ToBaseEntity and our caching Entity Tests: none, trivial change
2 Months Ago
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
2 Months Ago
increased culling distance of recycler
2 Months Ago
Use LOD quality setting "Object Quality" in Indirect Instancing to more closely resemble the LOD switching behavior of the old system.
2 Months Ago
Update: don't requiry parent exclusion trigger Tests: none, trivial change
2 Months Ago
Merge: from main