124,832 Commits over 4,171 Days - 1.25cph!

2 Days Ago
Merge from main
2 Days Ago
set fabric and leather beanbags to give same recycle output as chair
2 Days Ago
Turned shadow casting off floating walkway kits to improve perf
2 Days Ago
changed leather beanbag pickup from fabric to leather
2 Days Ago
Updated mannequin part paths
2 Days Ago
Fix label TC auth not working properly when the player has no building priv
2 Days Ago
Players parented to (riding) the hot air balloon will now be marked hostile for 60s when the hot air balloon crushes another player by landing on them. This follows a similar setup to the modular car kill triggers in using the TriggerHurtNotChild script and IHurtTriggerUser interface to return the damage initiator player - the first player found is marked as the damage initiator and all other players are manually marked hostile. - Tested in editor killing a spawned player whilst riding the hot air balloon and correctly being marked hostile
2 Days Ago
Merge: from baseplayer_serverupdateparallel - Bugfix: PlayerCache can no longer desync when disabling UsePlayerUpdateJobs - Optim: removed couple extra allocs in UsePlayerUpdateJobs 2 Tests: ran unit tests + bunch of disable-enable of UsePlayerUpdateJobs in local session
2 Days Ago
Merge: from main
2 Days Ago
Bugfix: invalidate all non-null managed objects - Previously it allowed for UnityNull objects to be skipped, leading to desync of StableObjectCache Tests: ran PlayerCacheTests.StressTest - it now passes
2 Days Ago
Update: ammend PlayerCacheTests.StressTest to trigger cleanup causing desync with StableObjectCache Tests: ran test, failing as expected
2 Days Ago
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2 Days Ago
Fixed clipping issue with life ring
2 Days Ago
Optim: UsePlayerUpdateJobs 2 - get rid of ExecutionContext copies when aggregating tasks in SendEntitySnapshots and -WithChildren Tests: none, trivial change
2 Days Ago
Fix IsNavmeshBuilt returning true while navmesh is still async building
2 Days Ago
Add culling based on distance
2 Days Ago
Do not reset "stopAtDestination" when end of path reached, that defeats the purpose, as we want to keep moving even after reaching the end
2 Days Ago
small engine blockout for modular boats
2 Days Ago
Store start/end positions during jobs, add `laserbeam.useJobs` convar to allow for toggling the new jobified laser beams.
2 Days Ago
Rebase on /main 🤞🏻
2 Days Ago
Optimise laser beams by moving them to jobs
2 Days Ago
Split dispatches per LOD, enable camera culling per cell, improve use of groupshared memory, enable renderer in editor, and add LOD distribution slider.
2 Days Ago
PT Boat Naming Update
2 Days Ago
Merge from main
2 Days Ago
fluorescentlight userCraftable fix
2 Days Ago
Merge: from sleepignbag_assign_to_friend_bug - Bugfixes for sleeping bag friend assignation, making private and "make bed" action not replicating to the new owner fully - Added sleepingbag.assigntoplayer <bag entity id> and clearfromplayer <bag entity id> server vars for testing Tests: spawned sleeping bag and bed and used above functionaility while assigning/clearing from self - was visible on map when expected.
2 Days Ago
added extra col shapes to deck crane and fixed smoothing on LOD3
2 Days Ago
Merge from scientist_rhib
2 Days Ago
Bugfix: fix Make Bed and Set Public bed interactions Tests: spawned a bed_deployed, assigned to self, made public (visible on map), cleared from self (no longer visible), used make bed (visible). Made private - still visible on map
2 Days Ago
Bugfix: SleepingBag.AssignToFriend now correctly replicates updated spawn options for new owner player - added sleepingbag.assigntoplayer and sleepingbag.clearfromplayer server vars Tests: deployed an unassigned bag, used above command to assign to self - it was visible on minimap
2 Days Ago
More dock lighting
2 Days Ago
Deleted scientist RHIB test mesh that was causing errors.
2 Days Ago
Tweaked dock lighting
2 Days Ago
merge from naval update
2 Days Ago
some quick tweaks to prefabs, rhib and deck cranes
2 Days Ago
texture sizes for rhib crane, disabled srgb on AO maps
2 Days Ago
merge from main
2 Days Ago
merge from decor_lighting_dlc
2 Days Ago
merge from chandelier_groundwatch
2 Days Ago
merge from bag_label_update_fix
2 Days Ago
merge from bag_label_offline_fix
2 Days Ago
OrientableLight 5 power
2 Days Ago
cache transform, shader ids, reuse beamST. about 30% faster with 80 instances.
2 Days Ago
Fix update queue gc allocations
3 Days Ago
Cherry pick flashlight optimizations
3 Days Ago
Add ability to get the slots required for a vending transaction More improvements to the ItemSafety class: More methods to test whole container to container fitting, more methods to estimate quickly if things will fit