130,646 Commits over 4,232 Days - 1.29cph!

3 Months Ago
ItemModSwap respects max stack size (fixes getting overstacked fish meat when gutting with harvesting tea)
3 Months Ago
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3 Months Ago
adjusted spotlight tripod col shapes
3 Months Ago
set the animation speed of pedals on the chandelier to be 2x faster
3 Months Ago
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3 Months Ago
optimized shore vector generation - 1s without burst, 500ms with - added indirect WorldPosition/Radii topology query and splt up slowest part of the shore vector generation to make use of it
3 Months Ago
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3 Months Ago
merge hardcore_commands to main
3 Months Ago
tripod col
3 Months Ago
Fixed not being able to place barricades on sand dunes in giant excavator S2P excav, water well a, radtown
3 Months Ago
more_menu_fixes -> main
3 Months Ago
If premium is active dont show the default 5/15
3 Months Ago
more_menu_fixes -> main
3 Months Ago
Typos
3 Months Ago
Add pooling to ghost ships
3 Months Ago
more_menu_fixes -> main
3 Months Ago
Generate phrases
3 Months Ago
removed lods from tripod guide mesh
3 Months Ago
spotlight tripod gibs and lods
3 Months Ago
Merge: from steamfriends_pooling_leak - Bugfix for a pool leak of SteamFriends with open friend list or party management Tests: observed steam friends list in game + created a party of me, SteamFriends pool stayed constant.
3 Months Ago
Bugfix: return SteamFriends to pool - separate out party processing to partyChanged from friendChanged loop to prevent use-after-free bugs Tests: observed steam friends list in game + created a party of me, SteamFriends pool stayed constant.
3 Months Ago
- Speed up nav gen by 30% by using rust baked terrain and NavMeshBuilder.CollectSources - Fix navmesh not taking into account terrain alpha properly - Add nav raycast - Update tile extractor profile markers - Fix memory leaks with pooled list not being disposed
3 Months Ago
Exposed chandelier pedal increments
3 Months Ago
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3 Months Ago
Fix collisions, loot spawning, doors and other entities on the ghost ship.
3 Months Ago
Ensure null disconnect reasons arent parsed
3 Months Ago
Interaction toast now has an extended area which displays the kick or error reason over multiple lines rather than just a single line https://files.facepunch.com/ianhenderson/1b2111b1/Unity_TqrkJwDgsd.png
3 Months Ago
rpg blockout mesh
3 Months Ago
Merge: from texttable_allocs - Update: TextTable now can be directly pooled and supports using-dispose pattern - Bugfix: no more NRE on inspecting text table in debugger/evaluating twice Tests: unit tests + executed a bunch of console commands multiple times
3 Months Ago
Clean: fix formatting of debug.cs again Tests: none, trivial change
3 Months Ago
Merge: from main Gotta fix debug.cs formatting again Tests: compiles in editor
3 Months Ago
Update: converting the rest of TextTable uses to explicit pooling form That's final ones Tests: ran a bunch of commands couple times
3 Months Ago
Added tripod spotlight
3 Months Ago
Interaction modal buttons will scale to fill whatever room is left
3 Months Ago
Clean: fix borked formatting in debug.cs Tests: none, trivial change
3 Months Ago
Update: convert to explicit pooling all of ConsoleCommands Accounts for about 50% of text table usage Tests: ran a bunch of commands a couple times
3 Months Ago
Merge from Naval_Update
3 Months Ago
merge from main
3 Months Ago
Codegen again
3 Months Ago
Update: modify one test to validate ShouldPadColumns resetting Tests: ran the updated test
3 Months Ago
merge from missing_native_resetstaticfields_fix
3 Months Ago
added ResetStaticFields attribute to HitboxSystem and GameTrace, count any fieldtype with Native in the name as valid for field reset codegen
3 Months Ago
Merge from main
3 Months Ago
Rebuilt phrases
3 Months Ago
Update: rewrite TextTable to use pooling explicitly and support using pattern - updated unit tests I'll need to modify all 102 places we have in code to use pooling explicitly Tests: ran unit tests
3 Months Ago
Restored mannequin protobuf Codegen
3 Months Ago
merge from main
3 Months Ago
Deleted Old Ship Spinning Radar Blockout Models
3 Months Ago
Fixed server compile error caused by an unwrapped using UnityEditor statement