130,909 Commits over 4,232 Days - 1.29cph!

Yesterday
First initial test for explosives component box
Yesterday
- Apply root motion (not needed but helps rule things out) - Setup correct reload time on the front turrets
Yesterday
Reorient the front point pivot
Yesterday
Steering wheel prefab cleanup
Yesterday
reduced triangles->vertices/indices processing by roughly half by making Triangles/EdgeKeys readonly struct and only calculating the hash once on creation, done in parallel when they're created and reduces the overhead in the single-thread processing stage
Yesterday
Fixed position offset on the front turret
Yesterday
- Fixed scuffed clamping on the front turret seat - Use tickrate for lerping (cant use deltatime since im predicting)
Yesterday
improved triangles->indices generation performance a bit, mainly trying to make it somewhat readable
Yesterday
edited eoka pose and python deploy anims and reduced eoka idle clip range so the anim loops correctly
Yesterday
merge from boat_building
Yesterday
Fixed realm removes after object rework
Yesterday
Split netting visuals and collision into separate objects. Lowered both. Decreased placement height of hull blocks.
Yesterday
sped up marching cube triangle generation by 10x by using local list batches with IJobParallelForBatch to reduce NativeList<>.ParallelWriter locking adds (~0.35ms -> ~0.05ms)
Yesterday
First iteration of balloon text and colour changing menu - Only added to circle balloon for testing and iteration
Yesterday
test mesh add
Yesterday
merge from server_occlusion_height_fix
Yesterday
Indirectly iterate modifiers with separate list of modifier types that servers as history
Yesterday
Animation pass on the rear 50cal
Yesterday
Update: serverocclusiondebug - clarify what invalid grid means Now explicitly saying that server occlusion treats path with one or more invalid grid positions as unblocked Tests: none, trivial change
Yesterday
Bugfix: server occlusion - skip occlusion for players outside of the occlusion grid Tests: checked occlusion between y:90 and y:110 - previously would stutter(OcclusionV1) or would occlude(OcclusionV2). Tested hiding behind a hill - still works
Yesterday
part 2
Yesterday
texture and material updates
Yesterday
added fuse burn mesh to cannon to allow darkening of the fuse as it burns.
Yesterday
merge from main
Yesterday
cleanup
Yesterday
deployable easel
Yesterday
trying to make sense of shit code I wrote a year ago
Yesterday
edited 3p chainsaw harvesting anim and reset tranlation in its entity
Yesterday
Fix client compile error
Yesterday
atlas A textures and mat
Yesterday
merge from green_hazmat
Yesterday
merge from storepage_fixes
Yesterday
Update: introduce BaseEntity.ServerNavMeshPos property and use it instead of the methods Incomplete work(need to expose transform matrices), will return after bugfixing Tests: none
Yesterday
Fixed various lighting issues within the lit and deferred lighting shaders within RRP
Yesterday
Merge from naval_update
Yesterday
- NPC dialogue panel no longer appears clickable when clicking does nothing - Improvements for resetting some objective types, setup for the deep sea islands and floating city missions. Affected objectives will no longer appear as complete if you no longer meet their complete criteria - Add 'blockReset' to objective statuses. Used to block objectives from resetting themselves if they are auto completed by another objective - Moved mission point for floating city to be the a zeroed child transform of Casino Barge - Map markers now get updated immediately upon opening and closing map - Fix SpeakWith objective types showing pings outside of the tutorial - SpeakWithTargetNPC now properly updates the objective location - Objective ShouldShowOnMap now also checks if prerequisite objectives are met - Objectives now check if prerequisite objectives are met before marking themselves as started - Fix missions list in map sometimes not showing active missions - Fix rotation of map mission marker for the deep sea entrance portal - Cache update map markers delegate
Yesterday
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Yesterday
Fix call order when BBS dies, so FinishBuilding can actually work
Yesterday
Try and finish building any boat before killing it.
Yesterday
Destroy any boat construction when the platform gets destroyed
Yesterday
Fixed store page footer canvas staying active when closed
Yesterday
edited flashlight refresh anims
Yesterday
merge from boat_building
Yesterday
Merge from parent
Yesterday
removed batching scripts from cargoship prefab
Yesterday
subtract 136367
Yesterday
Add graphics.useDetailedRendererBatchCullingCheck convar to test new behaviour, defaults to true Would need to relog to see the difference
Yesterday
Allow MeshLOD and RendererLOD components to use the occlusion culling system if they have a RendererBatch component but the RendererBatch won't work (eg. not marked r/w, too many tries, etc.) When standing at the edge of trainyard or outpost and looking directly at a wall (when you would expect the majority of assets to cull) this seems to cull a huge amount of renderers Compound goes from 4.4m tris and 1347 SetPass calls to 2.2m tris and 829 SetPass calls Trainyard goes from 5.5m tris and 1538 SetPass calls to 1.8m tris and 726 SetPass calls MeshCull seems to be working correctly on paper but still seems to be rendering when I would expect it to be culled, so there may be more gains to be had here
Yesterday
Apply some array bounds checks to ProcessCallbacks, trying to track down a rare NRE
Yesterday
Fixed an exception when toggling occlusion culling in the experimental settings menu while in-game