129,214 Commits over 4,201 Days - 1.28cph!

11 Days Ago
Save 40 bytes a frame in UIChat. 'FindWith' was allocating a lambda, replace with a simple loop
11 Days Ago
Stop HurtOverlay allocating 36 bytes a frame. Was boxing a float into Mathf.Max() with a single value?
11 Days Ago
oil rig foot b lods and collision
11 Days Ago
unskinned_windmill -> main
11 Days Ago
More lod adjustments
11 Days Ago
LOD improvements (match sail and vain)
11 Days Ago
- Changes to how conversation data is saved from the dialogue editor graph - Fix oil rig mission item shortname - Dialogue options populated through a mission list node now display a mission icon next to the dialogue choice, indicating the option is a mission name. Added flex elements to dialogue option UI to support this - Fixed issue where displayed dialogue option number could be wrong when displaying a mission list node - Can now talk to NPC's whilst using noclip
11 Days Ago
Boat door colliders: convex solution that has a hole for glass collider to work
11 Days Ago
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11 Days Ago
Small engine prefab update
11 Days Ago
more precise colliders for modular boat low walls
11 Days Ago
Halloween_25_Update -> main
11 Days Ago
Setting the requested mimap levels on all hotbar items
11 Days Ago
Merge from small_engine
11 Days Ago
Allow all door types on player boats
11 Days Ago
Bugfix: reduce error false-positives by ensuring bot IDs never overlap - Permit random overlap once we exhaust MaxBotIdRange ids (which is old behavior) but emit an error Because we always picked a random bot ID, it was possible that there'd be an overlap and it could confuse dependent systems (like my logging for the NRE). Hoping this reduces false-positive error logging. Tests: in editor spawned a couple players and killed them, then monitored the ID queue with debugger
11 Days Ago
boatbuilding platform anim updates
11 Days Ago
MeshTerrainRoot should now auto update terrain size field (needed for terrain map sampling), and update island prefabs with terrain size field.
11 Days Ago
Fix TerrainMeta NRE
11 Days Ago
Removed TerrainCollisionTrigger scripts from dynamically placed halloween/xmas mine tunnels - not needed and not intended to be used for dynamic objects
11 Days Ago
Updating small engine LODs
11 Days Ago
Check for closest island in increments instead of every frame, also profiler sample fix.
11 Days Ago
Merge: from main
11 Days Ago
Merge from boat_building
11 Days Ago
PT boat wall adjust
11 Days Ago
small engine lods and collision updates
11 Days Ago
Added methods to the texture streaming class for changing and clearing the requested mipmap level
11 Days Ago
Storage room environment volumes on ghost ships is now brighter
11 Days Ago
Raised scattered paper meshes to eliminate zfight on them
11 Days Ago
Removed flickering glass decals from ghost_ships
11 Days Ago
Fixed shifting cover prefab on ghost_ship_b
11 Days Ago
nets ladder volume placement polish
11 Days Ago
SmallEngine fuel compile fixes
11 Days Ago
Fixed incorrect materials on LOD1/2 of ghost ship C
11 Days Ago
Fixed one of the mast ladders no working and rail blocking Fixed ship_trawler_c back gate not allowing enough clearance Added ladder volumes to most hanging nets that look like they could be used to climb/board the ship
11 Days Ago
Boat building station anims
11 Days Ago
Merge from parent
11 Days Ago
fixed blockers around FC2
11 Days Ago
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11 Days Ago
merge from naval update
11 Days Ago
FoliageGrid renders on closest island and resets when island changes. Handle cases of terrain being rotated when sampling terrain maps by extracting 2D worldToLocalMatrix.
11 Days Ago
Merge from chippy_optimize
11 Days Ago
Don't render chippy arcade machine if player isn't in front of the machine (lol) Don't render chippy arcade machine if player is mounted to another arcade machine Don't render if the chippy game is on the main menu and we've already rendered a frame (since nothing is going to change) Disable canvas of chippy arcade machine if player isn't in range for the canvas to have anything on it Replace LOD1+2 of arcade machine with non skinned meshes, allows them to be batched Replaced some GetComponents on the server with casts since we already have access to the entity, should be a mild server side saving Gains about 30fps when standing infront of a group of 60 arcade machines
11 Days Ago
merge from main -> qol_dump_improvments
11 Days Ago
merge from fix_blueprint_itemid -> main
11 Days Ago
Update manifest
11 Days Ago
Revert advanced BP fragment to old item id and apply FreezeItemid label
11 Days Ago
Prevent ItemDefinition from recaulating it's ItemId if the asset has the `FreezeItemId` label - exposing as label instead of bool so people don't actively use this hack
11 Days Ago
Number of improvements to the dump command - TLDR sometimes the scene files were correct, sometimes the overall information was correct, now scenes & overall information should be correct - create a dump for the "DontDestroyOnLoad" scene (it's not really a scene but contains all our PrefabWarmup components) - for certain dump text files, create separate files for active vs inactive objects - fix only dumping the active roots and not all roots, active & inactive
11 Days Ago
Swap TerrainConfig to tropical when in deep sea, fixes snowy tropical beaches