141,262 Commits over 4,352 Days - 1.35cph!

10 Months Ago
Clean: unused usings Tests: none, trivial change
10 Months Ago
Merge: from main Tests: editor builds
10 Months Ago
Clean: remove Sort from BufferList Not used anywhere Tests: editor builds
10 Months Ago
Optim: don't sort slotWeights to avoid internal allocs Array.Sort(T[], IComparer<T>) in this version of mono always allocates a Comparison<T> internally. Lucky for us, we can just simplify the code and avoid this alloc. Tests: alloc unit test passes
10 Months Ago
merge from discord_sdk_1.2
10 Months Ago
trawler ship materials and models progress
10 Months Ago
merge from hackweek_fps_logging
10 Months Ago
merge from menu_fps_cap_fix
10 Months Ago
merge from purifier_waterloss_fix
10 Months Ago
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10 Months Ago
Update x marker data for VineSwingingTree02 and 03
10 Months Ago
Merge from vine_data_fix
10 Months Ago
Updated battery search mission to require 3 batteries
10 Months Ago
Compile fixes
10 Months Ago
Merge from main (NPCTalking conflicts)
10 Months Ago
Merge from frontier_external_fixes
10 Months Ago
Added a 50% buffer for the look at check when looking at a gate with a spraycan
10 Months Ago
Merge from main
10 Months Ago
Merge from computerstation_reskin_fix
10 Months Ago
Merge from main
10 Months Ago
Merge from team_invite_changes
10 Months Ago
Fix auto turret auth not working
10 Months Ago
Merge from main
10 Months Ago
Resource dispensers respect max stack size
10 Months Ago
Bring back modding category to server browser Add wipe schedule filters back
10 Months Ago
Don't auto-enter BBS edit mode when loading from a save so any boat left in the work area isn't confusingly converted to editable.
10 Months Ago
Remove leftover debug print
10 Months Ago
Indirect instancing fixes: - Supported shaders are no longer determined at runtime, instead a list is supplied to the component on the main camera prefab. This fixes issues where instanceable objects would end up in the non-instanceable fallback renderer. - Add operations are no longer queued in order to return success/failure states immediately back to the caller. - Remove operations are now queued without relying on managed references, fixing various use-after-destroy issues. - Broadened the use of the InstanceCreationInfo struct to avoid fealing with so many function parameters. - Improved logging when instances can't be added (1) at all or (2) only in the non-instanced fallback renderer. - Fixed exceptions resulting from calling RecalculateUVDistributionMetric() after UploadMeshData()
10 Months Ago
Cleanups from x86-64 Remove probably unused linux libraries related to Steam Cleaning up VPC build scripts Draw console notify text above all other panels
10 Months Ago
Enabled R/W on a few collision meshes that need it
10 Months Ago
Set isDynamic on all block RendererLODs, fixing visual issue after loading.
10 Months Ago
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10 Months Ago
Featured tab items ordering
10 Months Ago
Mass/health block tweaks
10 Months Ago
Cleanups from main Cleaning up VPC build scripts
10 Months Ago
BBS duplicate name fix. Sails revert to closed on save load.l
10 Months Ago
Featured tab now spawns stuff
10 Months Ago
Optim: avoid allocating compoarison delegate in GrowableGenes.PickWeightedGeneType Tests: unit test
10 Months Ago
Test: GrowableGenes test to track allocations - only tests GrowableGenes.GenerateRandom, but that was enough of a head-ache Found one opportunity to get rid of garbage alloc, but also found out Array.Sort(T[], int, int, ICompare<T>) always allocates Tests: ran the unit test
10 Months Ago
M15 pistol - Updated WIP textures
10 Months Ago
remove dumb thing
10 Months Ago
General store layout fixes
10 Months Ago
fix signed/unsigned mismatch warning
10 Months Ago
mac fix + line endings
10 Months Ago
Soft mask setup for play menu