139,138 Commits over 4,474 Days - 1.30cph!

10 Months Ago
code gen
10 Months Ago
allocation_reductions -> main
10 Months Ago
Bugfix: remove false-positive log for deferred player destroy - remove unnecessary override Discovered when spactating a player that constantly toggles invis. Doesn't fix the NRE itself, but further reduces false-positives. Still looking for the root cause Tests: spectated a player constantly toggling invis
10 Months Ago
Preset list capacity on active renderer effects (stops list reallocations at runtime)
10 Months Ago
Stop UI_Hero_Infobox keeping running its update method for no reason when the menu is hidden. Restore the update loop when menu is open again. Saves 40 bytes a frame
10 Months Ago
Merge from boat_building
10 Months Ago
Changed the order of steering wheel dismount positions so the nearest one is attempted first
10 Months Ago
merge from small_engine_reverse
10 Months Ago
menu options split between foward/reverse gear toggle - also fixed on/off options using the same string token by mistake
10 Months Ago
Stop PostProcessingLayer stealing a whole 1 KB/s This was due to profiling using a formatted string, a very minor mistake that we paid in allocations on every client. - Profiling was using a formatted string in a hot loop - Hide this behind convar: graphics.detailed_postprocessing_profiling
10 Months Ago
switched stair zipline platforms for flat platform ones
10 Months Ago
exported updated 3p rpg skin anims
10 Months Ago
Remove some dead code
10 Months Ago
Fix DLSS breaking with GetTemporary. Pass a texture descriptor struct to ask for a random write texture.
10 Months Ago
Quick cleanup after merge issue
10 Months Ago
Small engine anim code/setup
10 Months Ago
merge from small_engine_reverse
10 Months Ago
Added a TimeWarning for the recalculation of UV distribution metrics when batching
10 Months Ago
invert rudder control when reversing so it doesn't cancel out
10 Months Ago
Dont allocate new RenderTextures every frame in PsotProcessLayer.RenderScale() Lets use RenderTexture.GetTemporary instead Savings in render loop (roughly): - AsyncTextureLoad.Texture (.4 ms) - Texture2D.LoadRawTextureData (.1 ms)
10 Months Ago
Gave SmallEngine a reverse option, provides half the force backwards - TurnOn/TurnOff interactions are instant now and on the radial menu rather than holding
10 Months Ago
Only requesting mipmap level change to items added to hotbar and clearing it for items removed from hotbar after 1 second
10 Months Ago
missing manifest update for smallengine fuel storage (caused it not to be saved/loaded)
10 Months Ago
Initial sqlite save/load for relationship manager - For now only save/load last team index to db, ensures in the event of a relationship manager rollback we will never have duplicate team ids - Remove dead RelationshipManager-Bags code
10 Months Ago
Save 40 bytes a frame in UIChat. 'FindWith' was allocating a lambda, replace with a simple loop
10 Months Ago
Stop HurtOverlay allocating 36 bytes a frame. Was boxing a float into Mathf.Max() with a single value?
10 Months Ago
oil rig foot b lods and collision
10 Months Ago
unskinned_windmill -> main
10 Months Ago
More lod adjustments
10 Months Ago
LOD improvements (match sail and vain)
10 Months Ago
- Changes to how conversation data is saved from the dialogue editor graph - Fix oil rig mission item shortname - Dialogue options populated through a mission list node now display a mission icon next to the dialogue choice, indicating the option is a mission name. Added flex elements to dialogue option UI to support this - Fixed issue where displayed dialogue option number could be wrong when displaying a mission list node - Can now talk to NPC's whilst using noclip
10 Months Ago
Boat door colliders: convex solution that has a hole for glass collider to work
10 Months Ago
Small engine prefab update
10 Months Ago
more precise colliders for modular boat low walls
10 Months Ago
Halloween_25_Update -> main
10 Months Ago
Setting the requested mimap levels on all hotbar items
10 Months Ago
Merge from small_engine
10 Months Ago
Allow all door types on player boats
10 Months Ago
Bugfix: reduce error false-positives by ensuring bot IDs never overlap - Permit random overlap once we exhaust MaxBotIdRange ids (which is old behavior) but emit an error Because we always picked a random bot ID, it was possible that there'd be an overlap and it could confuse dependent systems (like my logging for the NRE). Hoping this reduces false-positive error logging. Tests: in editor spawned a couple players and killed them, then monitored the ID queue with debugger
10 Months Ago
boatbuilding platform anim updates
10 Months Ago
MeshTerrainRoot should now auto update terrain size field (needed for terrain map sampling), and update island prefabs with terrain size field.
10 Months Ago
Fix TerrainMeta NRE
10 Months Ago
Removed TerrainCollisionTrigger scripts from dynamically placed halloween/xmas mine tunnels - not needed and not intended to be used for dynamic objects
10 Months Ago
Updating small engine LODs
10 Months Ago
Check for closest island in increments instead of every frame, also profiler sample fix.
10 Months Ago
Merge: from main
10 Months Ago
Merge from boat_building
10 Months Ago
PT boat wall adjust
10 Months Ago
small engine lods and collision updates
10 Months Ago
Added methods to the texture streaming class for changing and clearing the requested mipmap level