133,589 Commits over 4,262 Days - 1.31cph!

2 Days Ago
Fix warning spam on viewmodel
2 Days Ago
Male mummy wraps full body reposed
2 Days Ago
Prevent createdeepsea from running if deepsea.enabled is false
2 Days Ago
merge from fixedupdate_cleanup
2 Days 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 Days Ago
TriggerForce also uses a cancellable InvokeFixedTime based on empty state
2 Days Ago
Reduce underwater_drag_budget_ms default to 0.05 (was 0.1)
2 Days Ago
split JunkPileWater FixedUpdate into timed InvokeRandomized to replace nextPlayerCheck timer and UpdateMovementFixedTick on InvokeRepeatingFixedTime only when a player is nearby
2 Days Ago
Add null checks to various places in PlayerBoatSounds.
2 Days 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 Days Ago
Fixed deep sea not killing network limited entities when closing, leaking them after every deep sea wipe (metal detector sources)
2 Days Ago
merge from deepsea_leak_fix
2 Days 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 Days Ago
naval_update -> mountedturrets_fixes (broken everything)
2 Days Ago
Merge from naval_update
2 Days 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 Days Ago
Merge: from opt_triggerparent_timeslice - Optim: reduced component accesses and added support for triggerparent.ontick timeslicing Tests: jumped around the boat
2 Days Ago
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2 Days Ago
naval_update -> mountedturret_fixes
2 Days Ago
merge from deepsea_disabled_fix
2 Days 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 Days Ago
JunkpileWaterWorkQueue frame budget now defaults to 0.05ms (was 0.25)
2 Days Ago
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2 Days Ago
removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
2 Days Ago
fixed skinning issues
2 Days Ago
Merge from naval_update, revert oilrig scientists
2 Days Ago
Merge from revert_oildrig_scientists
2 Days Ago
Convared the distance within players wake up boat scientist AI
2 Days Ago
merge from spacestation_storepages
2 Days Ago
merge from spacestation_storepages - added media for building skin and added correct icon to sitem
2 Days Ago
Use old scientists on both oilrigs
2 Days Ago
ai.npc_spawn_on_deep_sea_islands default to false
2 Days Ago
Added Water Bucket Refresh Viewmodel and Worldmodel
2 Days Ago
Added Water Bucket Textures Setup Water Bucket Materials
2 Days Ago
Setup Water Bucket Refresh Folder Structure
2 Days Ago
added in lewis's much better space station building skin cover images
2 Days Ago
space station media for store - not hooked up yet. Space station icon hooked up to sitem
2 Days Ago
Fixing cannon mesh loops
2 Days Ago
Update: reorder clipping entities check to fast-exit on corpses Tests: none, trivial change
2 Days Ago
Clean: remove duplicate IsDestroyed check It's already checked as part of ToBaseEntity and our caching Entity Tests: none, trivial change
2 Days 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 Days Ago
increased culling distance of recycler
2 Days Ago
Use LOD quality setting "Object Quality" in Indirect Instancing to more closely resemble the LOD switching behavior of the old system.
2 Days Ago
Update: don't requiry parent exclusion trigger Tests: none, trivial change
2 Days Ago
Merge: from main
2 Days Ago
Try skipping the extra pass to remove null transforms for an extra 0.2 ms (toggleable via ConVar)
2 Days Ago
Perform application of the motion list transforms in a job for better performance
2 Days Ago
Merge from main
2 Days Ago
cannonball explosion sounds and flight loop
2 Days Ago
Merge from indirect_instancing (also force-disables it for non developers)