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138,548 Commits over 4,505 Days - 1.28cph!

Today
Switch the PipeMesh mesh upload process to use SetSubMesh instead of SetTriangles which allocates a bunch Calculate normals for industrial pipes in the job, not on main thread Seems to be about 15% faster on main thread and removes some allocations Also enabled burst compiling on the job itself, seems to be 10-20x faster but that doesn't help us on the main thread (can't hurt) Added 3 new tests for industrial pipe generation, ensuring the vert count and normals are generated correctly as well as a general performance test
Today
fixed see-through ceiling for the supermarket on low object settings. LOD1 was missing parts of the mesh
Today
Fixed UI positions and added a fourth output slot
Yesterday
fixed spas12 3p deploy sound added a dedicated spas 12 deploy sound definition and replaced the sawed-off deploy and pump sounds to match first person
Yesterday
Composter UI refresh, actually see 'decomposition time', like the cooking and smelting UI showing you the progress.
Yesterday
fixed mini-crossbow not playing SFX not playing after firing in ADS when it rotates updated .meta to reference the proper sound.
Yesterday
Allow viewing maps for each zone/server in the nexus too if it is set
Yesterday
fixed krieg chainsword not placing on single weapon racks placement needs refining
Yesterday
Updated nuclear missile silo pipes steel material to use the proper textures. no longer super shiny pipes
Yesterday
Update: added standalone win TLS slot to allow - also wrapped into OS & config dependent compile guards Tests: built all flavors of standalone and checked that code succesfully executes in other project
Yesterday
Fix laser beam jobs pointing at the origin
Yesterday
add unsafe scripting access scope
Yesterday
merge command palette back to main
Yesterday
notes, lives, basic input
Yesterday
push up editor
Yesterday
lower lanes, add notes
Yesterday
Implement connecting to nexus servers from the connect modal Automatically select the starter zone if there is only one choice Hide connect button until a starting zone is selected (if needed) Client-side nexus tag for easily identifying which servers are nexus clusters Fix zone list not hiding fully on the connect modal
Yesterday
Fix wrong transform used for zone list causing header to be destroyed
Yesterday
Add in the zone list and nexus map on the server connect screen
Yesterday
fixed fences in monuments becoming invisible on low object quality settings. most chainlink fences needed this fixing. scene2prefab
Yesterday
Drain pass optims
Yesterday
removed duplicate ligths from military tunnels scene 2 prefab
2 Days Ago
initial code testing, level data
2 Days Ago
hackweek: search command palette for the toolbar dropdowns (tools/windows/etc)
2 Days Ago
Circuit rebuild pass optims, we have a collection of dirty circuits instead of looping all circuits to check a bool, much better at scale
2 Days Ago
syncvar_stale_inheritance_fix -> main
3 Days Ago
Evaluation pass optims, use buffers instead of pooling collections every tick
3 Days Ago
Progress on showing nexuses on the new menu, this time without the separate tab Fixed nexus player authentication that's been broken since moving the backend endpoint
3 Days Ago
Manifest
3 Days Ago
Swap around 20 classes over from RPC + Proto to SyncVars - Codegen
3 Days Ago
Speculative crash fix: Clamp instance index in terrain hole shader
3 Days Ago
[hackweek] add possession mode to demoui2
3 Days Ago
added sfx to large medkit consumable using eat_soft so there's at least something there until we get more specific sfx
3 Days Ago
exported the kitbashed mesh and made it an actual object with its own lods now. Updated prefab with the new geometry.
3 Days Ago
updated powerline cables LOD texture to accomodate new draping cables shape/form
3 Days Ago
Fix stale syncvar inheritance roots being kept around after each weave
3 Days Ago
industrial torch attack was using the wrong sound definition template. was using defualt - cuasing the SFX to be heard from afar. Switched to the same template that the base torch uses.
3 Days Ago
desalination tank collider update. Fromt 28 box/capsule colliders and a mesh collider to just 1 mesh collider
4 Days Ago
Change ServerInfo from a struct to class, it had no business being a struct at over 156 bytes large
4 Days Ago
network_profiler_improvements_3 -> main
4 Days Ago
New network profiler UI
4 Days Ago
Rework packet capture to work via NetWrite rather than at all the packet send points
4 Days Ago
update from main
5 Days Ago
Fix for OnFirstLooted so that RespawnableLootFridge reports correctly.
5 Days Ago
Additional events for fuel switch and water treatment wheel.
5 Days Ago
Don't fail server boot if world.cfg is an empty string
5 Days Ago
Lock option on sculpture radial menu now correctly references Sculpture, not signs, codegen
5 Days Ago
orbit_cam_hold -> main
6 Days Ago
merge from main
6 Days Ago
Large crashed train station progress