129,208 Commits over 4,201 Days - 1.28cph!

14 Days Ago
Add bulk texture importing, to quickly load a skin within the workshop scene
14 Days Ago
Clean: remove debug logging Tests: compiles in editor
14 Days Ago
Optim: don't emmit lag spikes and gc counts if there weren't any during analytics ticks Tests: observed couple client_perf ticks in editor
14 Days Ago
Set some texts as non static in the server browser Restore the text caching in UI_Page, but only for non static texts
14 Days Ago
Fixed soft masks still wasting time masking when their root canvas is toggled
14 Days Ago
Merge from anchor_sockets
14 Days Ago
Using sight and flip pitch support for the rear turret Lets the rear sight skip by the ballistics check
14 Days Ago
Final tweaks and usability
14 Days Ago
Bugfix: no more use-after-free for Frametimes - also reimplemented the fix from previous CL, as it was part of the problem Tests: in editor spawned on craggy and opened main menu for multiple client analytics ticks - no more exceptions
14 Days Ago
Disable overlay canvas when the menu is not visible
14 Days Ago
Commented UIExtraCallbacks, not used as UI particles aren't working in builds
14 Days Ago
Disable the loading spinner gameobject in the home hero modal when its hidden, was causing canvas rebuilds
14 Days Ago
Update: Client Analytics - categorize client frametimes, gc_count and lagspikes - Bugfixing leaking a couple List<TimeSpan> containers We now filter those out to InGame, MainMenu, Inventory, Crafting, Contacts and Map frame types and aggregate per type. Everything apart from InGame aggregates slightly reduced info set. New analytics is backwards compatible. Tests: left it running with debug logging. relevant info seems to come through. There's a bug with use-after-free of List<TimeSpan> - will fix next
14 Days Ago
First implementation of hybrid monster meshes
14 Days Ago
Ballistics::GetBulletHitPoint now supports an ignore entity, so that I dont need to make sure it has a clear LOS Minor rear PT Boat turret changes
14 Days Ago
tropical2 s2p
14 Days Ago
baked tropical2 shorevectors
14 Days Ago
handle inactive terrain in bakes
14 Days Ago
deep sea shorevector map initializes as ocean
14 Days Ago
Prevent fire extinguisher from dismounting the current player on the pt boat
14 Days Ago
hull.triangle sockets setup
14 Days Ago
Initial setup to fix scientists trying to shoot through glass
14 Days Ago
Fix scientist corpses showing "ScientistNPC2" in the loot panel, instead of the localized name for (previous commit didn't go through)
14 Days Ago
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14 Days Ago
Add debug.debugclippingchecks: - Prints out what colliders are causing cllipping to fail - Still keep the performant route for regular gameplay
14 Days Ago
Fix scientist corpses showing "ScientistNPC2" in the loot panel, instead of the localized name for scientists
14 Days Ago
Fixes, improvements, socket tweaks.
14 Days Ago
Rejigged LODs in mannequin variants
14 Days Ago
re-attached baked shore vectors after accepting source from last merge, reran s2p
14 Days Ago
merge from deep_sea
14 Days Ago
Fix player model playable graph NRE on other players.
14 Days Ago
Remove log
14 Days Ago
Removed the menu code caching and unregistering texts from TMP DoRebuild, not needed anymore
14 Days Ago
Backported m_IsTextObjectScaleStatic field from newer TMP versions, that let us avoid the slow and useless (99% of the time) TMP_DoRebuild checking the scale of every registered texts every frame. Saves ~0.3ms every frame Default to true, we'll have to manually update all the texts getting their scale updated at runtime, don't think we have a lot of them
14 Days Ago
Add more descriptive error logs to help find cause of NRE NpcBarkComponent.PlayConversation
14 Days Ago
Fix Cannon.adminfire dict same key add error, ai noises now have a unique id for comparison purposes
14 Days Ago
Set-up some prefab variants of mannequin for set dressing, replaced placeholder in supplies barge.
14 Days Ago
PT boat turret update
14 Days Ago
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14 Days Ago
Better soft mask canvas caching
14 Days Ago
Set boat scientist mission hunt objective to only progress if the objective has started
14 Days Ago
More work arounds for dodgy clipping checks on the pt boat
14 Days Ago
SoftMask uses graphic's canvas when possible instead of polling the nearest canvas
14 Days Ago
Toggle the canvas component of the menu UI when its not visible Causes a small spike when opening it, but saves us some UI overhead when its not visible Also causes a 40b alloc every frame because of SoftMask, need to look at it next