133,391 Commits over 4,262 Days - 1.30cph!

Just Now
tidy up of SSS profiles. Shared profiles across 12th birthday cake and candle hat, removed mummy mask, frankenstein mask, latex balloon, old birthday cakes, ruistige egg G. We're now at 13
5 Minutes Ago
Merge from space_station_weapon_skin
5 Minutes Ago
Fix warning spam on viewmodel
9 Minutes Ago
Male mummy wraps full body reposed
12 Minutes Ago
Prevent createdeepsea from running if deepsea.enabled is false
14 Minutes Ago
merge from fixedupdate_cleanup
16 Minutes 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.
25 Minutes Ago
TriggerForce also uses a cancellable InvokeFixedTime based on empty state
27 Minutes Ago
Reduce underwater_drag_budget_ms default to 0.05 (was 0.1)
29 Minutes Ago
split JunkPileWater FixedUpdate into timed InvokeRandomized to replace nextPlayerCheck timer and UpdateMovementFixedTick on InvokeRepeatingFixedTime only when a player is nearby
29 Minutes Ago
Add null checks to various places in PlayerBoatSounds.
30 Minutes 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
33 Minutes Ago
Fixed deep sea not killing network limited entities when closing, leaking them after every deep sea wipe (metal detector sources)
33 Minutes Ago
merge from deepsea_leak_fix
50 Minutes 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
51 Minutes Ago
naval_update -> mountedturrets_fixes (broken everything)
58 Minutes Ago
Merge from naval_update
1 Hour Ago
Merge: from triggerparentdelayedexit_optim - Optim: sped up noclip check via OOB broadphase + reduced tick count + added BaseEntity caching Tests: hopped around the boat
1 Hour Ago
Merge: from opt_triggerparent_timeslice - Optim: reduced component accesses and added support for triggerparent.ontick timeslicing Tests: jumped around the boat
1 Hour Ago
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1 Hour Ago
naval_update -> mountedturret_fixes
1 Hour Ago
merge from deepsea_disabled_fix
1 Hour 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
1 Hour Ago
JunkpileWaterWorkQueue frame budget now defaults to 0.05ms (was 0.25)
1 Hour Ago
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1 Hour Ago
removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
2 Hours Ago
fixed skinning issues
3 Hours Ago
Merge from naval_update, revert oilrig scientists
3 Hours Ago
Merge from revert_oildrig_scientists
3 Hours Ago
Convared the distance within players wake up boat scientist AI
3 Hours Ago
merge from spacestation_storepages
3 Hours Ago
merge from spacestation_storepages - added media for building skin and added correct icon to sitem
3 Hours Ago
Use old scientists on both oilrigs
3 Hours Ago
ai.npc_spawn_on_deep_sea_islands default to false
3 Hours Ago
Added Water Bucket Refresh Viewmodel and Worldmodel
3 Hours Ago
Added Water Bucket Textures Setup Water Bucket Materials
3 Hours Ago
Setup Water Bucket Refresh Folder Structure
4 Hours Ago
added in lewis's much better space station building skin cover images
4 Hours Ago
space station media for store - not hooked up yet. Space station icon hooked up to sitem
4 Hours Ago
Fixing cannon mesh loops
5 Hours Ago
Update: reorder clipping entities check to fast-exit on corpses Tests: none, trivial change
5 Hours Ago
Clean: remove duplicate IsDestroyed check It's already checked as part of ToBaseEntity and our caching Entity Tests: none, trivial change
5 Hours 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
5 Hours Ago
increased culling distance of recycler
6 Hours Ago
Use LOD quality setting "Object Quality" in Indirect Instancing to more closely resemble the LOD switching behavior of the old system.
6 Hours Ago
Update: don't requiry parent exclusion trigger Tests: none, trivial change
6 Hours Ago
Merge: from main
Today
Try skipping the extra pass to remove null transforms for an extra 0.2 ms (toggleable via ConVar)
Today
Perform application of the motion list transforms in a job for better performance
Today
Merge from main