128,905 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Merge from floating_cities
 
                
                
                
                
                
             
         
        
            
            
            
                
                Invoke gestures with a gesture config, not a string
Clamp the gesture list so the scroll doesn't feel bad
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from boomerang_animfix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update icon of boat stairs block
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't spawn tutorial islands in the deep sea
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix autocomplete issues with chained commands, fix command history issues with new lines.
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▅▋▍▆▋▊█▉ `▍██▌█▄▊▌▇▅▋▅█▅▍▆▆▆▆`'▊ ▄▆▇▉▅▄▌▊▊▉▇▋▄ █▉▉▊▌ ▇▊ ▅█▄▉▆▅▇ `▄▌▊▍▉█▋█▊▄▍▋▇▆▄▆▋▋▄▄▍▉█▊` █▌▉█▊▆▌ ▇▄ ▊ `▌▌▍▊▋▇▆▍▍█▋.▄▄█▅▅▆▋▆▅▇█`
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from steam_timeline
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from qol_dump_improvements -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Potential fix for DontDestroyInScene having too many objects
 
                
                
                
                
                
             
         
        
            
            
            
                
                More improvements
- add profiler samples around each area so you can see why the whole dump takes 5+ seconds
- add Hierarchy.Total that shows total size of each part of hierarchy + all children (so you can see what hierarchy has 100k+ components)
 
                
                
                
                
                
             
         
        
            
            
            
                
                adding small engine gibs / updating prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bump up max ray hits on query vis, burst compile invalidating ray hits (this probably won't make much of a difference, more of a setup for future unmanaged validation)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: fix invis players not replicating positions & rotations
Tests: spectated invis player, didn't observe and animation glitches as the comment warned (tried rock, torch, ak)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Bugfix: don't destroy local player when spectating player going invisible
Fallout from the recent rewrite.
Tests: while being spectated, toggled invis a bunch of times - no NREs on the client. invis player doesn't replicate, though, will fix next.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from fishing_village_collider_fix_fix
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from workshop_filedialog_title -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add title text to workshop file dialog, customize for bulk import
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Rewrite the buffer update logic to ensure a direct update only happens once per frame to make DX11 happy.
- Always update the entire buffer to make greedy GPU drivers happy.
- Add IGraphicsBuffer wrapper because Unity didn't do it so I can finally stop copy/pasting everything.
- Use a function pointer (👻) in damage region processing for similar reasions.
- Unlock the arrays in Update in case OnPreCull wasn't called.
- New debugging ConVars: `reorder_instances_job`, `damage_bitscan_job` and `buffer_upload_mode`
 
                
                
                
                
                
             
         
        
            
            
            
                
                oil rig platform lods and collision
oil rig foot flat lods and collision
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▉█▊▋▊▋: █▍▌▇▇▊▋▉▇▆▋ ▋█▅▍▅.▋▅█▊▄ ▆▉▋▆▊█▌
- ▊▉▄▅▍▍█ ▌▉▍▌▊▊▍▇▍▇.█▊▅▉█▋▉▆▍▋▅█▄▄▋ ▅▌▌▌▆ ▉▋ ▉▊▅▊▋▇▌▄▅ - ▌▊█▌ ▄▇▆▆▌▉▌▄ ▆ ▆██▌ ▅█▌▄▉ ▋▋▋▅██▌▍▅█ ▍▉▆▌▉▆▋▌▉ ▊▄ ▊▊▋▆█ ▊▅▌▅▇▅▅▇▍▋
▅▍ ▌▋█▌▇█ ▄▊▍▊▌▊█ ▊▆ █▉▄▄▍▌▄▌▊▅▍▅▋█▍, ▍▌ ▅▌ ▄▋▅ ▅▇▆▊▊█▄ ▆▆ ▋▊▍▊▋▌▊▅▄▋ ▍▋▋▇▆▆▆▍ ▊▄█▊▊ █▆▇▊▋ <-> ▆▆▉▋█▌▆ ▉▌▋▆ ▄▅▍▋ ▆▋██▍. ▄███▇▆▋, ▅▄█ ██▅▍▌▌ ▆▆ ▇▌▅▋██▋▊▌█▌
█▊▌▌▋: ▊▌▋▄▇ ▅▄ ▄█▇▇▌▌▆ ▅▌ ▄▉▄▊▌▇▄▍▋▋, ▇▆▆▊▌▊▉█▆ ▄▄▅▌▅, ▋▅▆▄▄ ▍▋▉▇▄▇, ▅▋▆▌▇▌▌▇ ▊▋▋▋▌, ▉▋▆▇▄▅▋▍ ▊▍▌▋▅ - ▍▌▋▍▌▍▆▆▋▌ ▆▊▌▅ ▆▋▆ ▇▍█▇▉ ▇▊ █▉▆ ▇██▌█ ▅▅▌▍. ▉▋▍▌█▊▋▌▄▋ ▅▍ █▅█▉▌▇, ▌█▉ ▅▉ ▆ ▊▍▋▇ ▍▌█ - ▋▆▇▅█▇▅▍ ▊▋█▊▊█▇ ▌▇▍▆ ▉▌ ▇█ ██▆▋/▅▉▌█▌▅▆, █▊ ▅▍▍ ▆ ▋█▅ ▊▄▉▌▌▇▄█▇▋▇.
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▄▅▍▉▆ ▍▍█▋ ▍▊▌_▄▄▊▊▇▅█▋_▌▌▉▌▇▄▆
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▉▌▆▇▋▄ ▉▍▉▊▌▄ ▇▉▍ ▄▍██▇▊▊▇█ ▆█▇▄ ▍▅ ▉▅▊▌▍█▇▌ ▊▌▌▆▇▋ ▋▌▄▌▆▊▄▉ ▅▋▅▌█ ▌▄▇▊▉'▍ █▄ ▋█▉▉▉▊▅▌ ▊█ ▇▆▊ ▊▇██▌▇ ▄▍▍ ▍▊▅▍▉▋▆.
▅▇▇ ▍▊▄██▇▊ ▄▍▊▉▇ ▋▊▌▅▊ ▍▆▊ ▊▇ ▅▌█▍█ ▉▄ ▇▉█▄▄▇▍ ▊▌▍▅▅▆▅▆▇
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                walkway roof tarp collider fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Casino converted paddling pool into a non-entity static object 
Static variants of broken down chippy arcade to reduce the number of entities in the scene
Fixed bar merchant
 
                
                
                
                
                
             
         
        
            
            
            
                
                edited naval large sails anims
 
                
                
                
                
                
             
         
        
            
            
            
                
                undid change in file I don't remember touching (harmless)
 
                
                
                
                
                
             
         
        
            
            
            
                
                updated naval anchor animations
 
                
                
                
                
                
             
         
        
            
            
            
                
                allocation_reductions -> main
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                allocation_reductions -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: remove false-positive log for deferred player destroy
- remove unnecessary override
Discovered when spactating a player that constantly toggles invis. Doesn't fix the NRE itself, but further reduces false-positives. Still looking for the root cause
Tests: spectated a player constantly toggling invis
 
                
                
                
                
                
             
         
        
            
            
            
                
                Preset list capacity on active renderer effects (stops list reallocations at runtime)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Stop UI_Hero_Infobox keeping running its update method for no reason when the menu is hidden.
Restore the update loop when menu is open again.
Saves 40 bytes a frame
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Changed the order of steering wheel dismount positions so the nearest one is attempted first
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from small_engine_reverse
 
                
                
                
                
                
             
         
        
            
            
            
                
                menu options split between foward/reverse gear toggle
- also fixed on/off options using the same string token by mistake
 
                
                
                
                
                
             
         
        
            
            
            
                
                Stop PostProcessingLayer stealing a whole 1 KB/s
This was due to profiling using a formatted string, a very minor mistake that we paid in allocations on every client.
- Profiling was using a formatted string in a hot loop
- Hide this behind convar: graphics.detailed_postprocessing_profiling
 
                
                
                
                
                
             
         
        
            
            
            
                
                switched stair zipline platforms for flat platform ones
 
                
                
                
                
                
             
         
        
            
            
            
                
                exported updated 3p rpg skin anims
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix DLSS breaking with GetTemporary. 
Pass a texture descriptor struct to ask for a random write texture.