128,801 Commits over 4,201 Days - 1.28cph!

5 Days Ago
- Rewrite the buffer update logic to ensure a direct update only happens once per frame to make DX11 happy. - Always update the entire buffer to make greedy GPU drivers happy. - Add IGraphicsBuffer wrapper because Unity didn't do it so I can finally stop copy/pasting everything. - Use a function pointer (👻) in damage region processing for similar reasions. - Unlock the arrays in Update in case OnPreCull wasn't called. - New debugging ConVars: `reorder_instances_job`, `damage_bitscan_job` and `buffer_upload_mode`
5 Days Ago
oil rig platform lods and collision oil rig foot flat lods and collision
5 Days Ago
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▉▌▆▇▋▄ ▉▍▉▊▌▄ ▇▉▍ ▄▍██▇▊▊▇█ ▆█▇▄ ▍▅ ▉▅▊▌▍█▇▌ ▊▌▌▆▇▋ ▋▌▄▌▆▊▄▉ ▅▋▅▌█ ▌▄▇▊▉'▍ █▄ ▋█▉▉▉▊▅▌ ▊█ ▇▆▊ ▊▇██▌▇ ▄▍▍ ▍▊▅▍▉▋▆. ▅▇▇ ▍▊▄██▇▊ ▄▍▊▉▇ ▋▊▌▅▊ ▍▆▊ ▊▇ ▅▌█▍█ ▉▄ ▇▉█▄▄▇▍ ▊▌▍▅▅▆▅▆▇
5 Days Ago
RPG7 - Texture update
5 Days Ago
Finalized spawns.
5 Days Ago
walkway roof tarp collider fixes
5 Days Ago
Casino converted paddling pool into a non-entity static object Static variants of broken down chippy arcade to reduce the number of entities in the scene Fixed bar merchant
5 Days Ago
edited naval large sails anims
5 Days Ago
undid change in file I don't remember touching (harmless)
5 Days Ago
updated naval anchor animations
5 Days Ago
allocation_reductions -> main
5 Days Ago
code gen
5 Days Ago
allocation_reductions -> main
5 Days 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
5 Days Ago
Preset list capacity on active renderer effects (stops list reallocations at runtime)
5 Days 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
5 Days Ago
Merge from boat_building
5 Days Ago
Changed the order of steering wheel dismount positions so the nearest one is attempted first
5 Days Ago
merge from small_engine_reverse
5 Days Ago
menu options split between foward/reverse gear toggle - also fixed on/off options using the same string token by mistake
5 Days 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
5 Days Ago
switched stair zipline platforms for flat platform ones
5 Days Ago
exported updated 3p rpg skin anims
5 Days Ago
Remove some dead code
5 Days Ago
Fix DLSS breaking with GetTemporary. Pass a texture descriptor struct to ask for a random write texture.
5 Days Ago
Quick cleanup after merge issue
5 Days Ago
Small engine anim code/setup
5 Days Ago
merge from small_engine_reverse
5 Days Ago
Added a TimeWarning for the recalculation of UV distribution metrics when batching
5 Days Ago
invert rudder control when reversing so it doesn't cancel out
5 Days 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)
5 Days 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
5 Days Ago
Only requesting mipmap level change to items added to hotbar and clearing it for items removed from hotbar after 1 second
5 Days Ago
missing manifest update for smallengine fuel storage (caused it not to be saved/loaded)
5 Days 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
5 Days Ago
Save 40 bytes a frame in UIChat. 'FindWith' was allocating a lambda, replace with a simple loop
5 Days Ago
Stop HurtOverlay allocating 36 bytes a frame. Was boxing a float into Mathf.Max() with a single value?
5 Days Ago
oil rig foot b lods and collision
5 Days Ago
unskinned_windmill -> main
5 Days Ago
More lod adjustments
5 Days Ago
LOD improvements (match sail and vain)
5 Days 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
5 Days Ago
Boat door colliders: convex solution that has a hole for glass collider to work
5 Days Ago
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5 Days Ago
Small engine prefab update
5 Days Ago
more precise colliders for modular boat low walls
5 Days Ago
Halloween_25_Update -> main
5 Days Ago
Setting the requested mimap levels on all hotbar items