128,970 Commits over 4,201 Days - 1.28cph!

9 Minutes Ago
WIP deep sea map work Add a button to toggle between modes, disable fog of war for now
10 Minutes Ago
merge from fix_rhib_teleport -> naval_update
11 Minutes Ago
Add rhib and scientist RHIB to the vehicle whitelist
34 Minutes Ago
Merge from main
38 Minutes Ago
merge from fix_rhib_teleport -> navaL_update
39 Minutes Ago
Improve "CanEntityTeleport" method - add "IsMounted" check because mounted != parented - check if any passengers are NPCs, if so block (extra safety against scientist RHIBs teleporting
1 Hour Ago
Fixed backpack unlock
1 Hour Ago
Merge from small_ramp
1 Hour Ago
Added vehicle blocker logic for small ramp (retract ramp if it hits a vehicle)
1 Hour Ago
Missed style file (rhyme time)
1 Hour Ago
Change Image material on buttons so they all appear white
2 Hours Ago
Merge from parent
4 Hours Ago
Partial revert for setrrccode convar admin bypasses, now only the commands bypass turret and drone auth checks
4 Hours Ago
merge from main -> naval_update
4 Hours Ago
Small tweak to string lights / removed opacity from LOD2 and lowered its swap distance to 10m which helps reduce set pass by a lot
4 Hours Ago
Add gametip for too hot debris harvest attempts
4 Hours Ago
merge from fix_terrain_texturing_alloc -> main
4 Hours Ago
merge from upgrade_cctv_convars -> main
4 Hours Ago
remove whitespace, also forgotten from last commit message: - autoturrets and drones can now be edited by admins & developers, bypassing auth checks
5 Hours Ago
Upgrade CCTV convar commands - change CCTV setting convar to extend to all remote controllables that use an identifier - changed name of the convar from "setcctvcameracode" -> "setrccode" - addcctvcode and removecctv convars now accept multiple code arguments
5 Hours Ago
Fix TerrainTexutring NativeArray changes having the incorrect types - when using managed arrays it will automatically convert to Color - when using NativeArray your type needs to match the texture pixel format
5 Hours Ago
halloween wallpapers texture tweaks vol2
5 Hours Ago
halloween wallpapers texture tweaks
5 Hours Ago
merge from main -> fix_terrain_texture_alloc
5 Hours Ago
Update ent_pivot concommand description Rework the GM:PlayerCanHearPlayersVoice rework * Should fix ALL the issues, also made it force update everyone every 5 seconds when people are talking as well Bump system error buffer to 256 Use list.GetEntry in other places where it is possible to use it * This is a micro optimization, but also cleans up code a bit Skin support for util.GetModelMeshes + optimization Fixed an null pointer crash with sv_debug_player_use Micro optimizations for most Lua functions returning a sequential table Deduplicate AddConsoleCommand code (menu vs non menu) * Now it is consistently implemented for all realms
5 Hours Ago
Casino big wheel room tweaks and fixes Removed collider from netting blocker
5 Hours Ago
merge from main -> naval_update
5 Hours Ago
merge from fix_tree_impostors -> naval_update
5 Hours Ago
Dynamically load all gestures from `GestureCollection.Instance.AllGestures` and use their sprite for the button. Halved the looping time of looping gestures to 2.5f seconds. All gestures are working but the sprites can be improved
6 Hours Ago
Add helper property for "Is the local player in the deep sea"
6 Hours Ago
Split impostor batches based on if their positions are inside the deep sea or not Only render deep sea batches when client is in the deep sea and vise versa for main island
6 Hours Ago
Fix compile error
6 Hours Ago
Remove the interaction timers from anchors to match the recent removal of timers from other items.
Today
Cherrypick 134447 (fix steam being accessed too soon in client analytics)
Today
Update: add extra TODO for UseOcclusionV2 Tests: none, trivial change
Today
merge from fix_steam_init_analytics -> naval_update
Today
Fix steam analytics occasionally throwing errors due to trying to get the steam ID for analytics before steam has been initialized in the editor
Today
Update: UseOcclusionV2 - propagate networkTime to OcclusionGetRecentlySeen Should be a smidge faster, but it's primarily to enable threading if we go that way. Also saves on profiler inhibiting the call (need to exclude it on the profiler side) Tests: none, trivial change
Today
Added translation strings for boat validation enum so we can show nicer toast error messages.
Today
Clean: restructure UseOcclusionV2 code to make profiling easier Tests: compiles in editor
Today
Set selection scrollview content to use preferred size to prevent being able to scroll beyond elements
Today
Cherrypick 133467 "Editor tool to find and remove incorrect / leftover entity tags" My previous commit makes it so entities get their labels cleaned and applied correctly on every manifest run, but it doesn't clear the tags off entities that became non-entities at some point. For that (less common) case this manual tool that I made before can be used.
Today
merge from fix_terrain_texturing_alloc -> main
Today
Switch TerrainTexturing from managed array Color[] to NativeArray<Color> and use the temp allocator - reduces heap watermark being pushed up while loading map, though watermark is pushed higher by other parts of client loading still
Today
Clean: fix ShouldSkipServerOcclusSion typo English is hard Tests: editor compiles
Today
Setup prevent building volume on small engine.
Today
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Today
Optim: UseOcclusionV2 - OcclusionFrameCache uses NetIDs instead of BasePlayer pairs This avoids ObjectEqualityComparer which has overhead because of unity-null checks Tests: none, trivial change
Today
Optim: UseOcclusionV2 - reduce lastPlayerVisibility hash lookups Should help OcclusionGatherLostPairsToSend internal loop to stay hot. Also gets rid of small funcs that are inhibited by profiler Tests: ran in and out of occlusion
Today
m15 viewmodel fixes - updated rigged file - emissive now working - fixed skinning issues - removed shaking on ADS Idle - Ironsights now perfect