199,178 Commits over 4,140 Days - 2.00cph!
100 gpu instancing or read/write fixes.
Linked up all the store assets
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Allow scrolling in vddraw window, filter out more verbose vlogs to prevent spikes when recording lots of scientists
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merge from projectile_jobs
ensure effect processing always runs for projectiles when none need updates (fixes projectiles hanging around until another is fired)
Fixed interaction toast being weirdly layed out in bootstrap
Added medieval pack showcase
Renamed all page overlay prefabs
Server Browser Rebuild() now runs in a Task, this stops frame drops and UI unresponsiveness when updating server lists
Favourites now always appear at the very top of your listings no matter what browser you're in
Sped up ServerResponded() 20% ~ quicker by using easy outs
Sped up finding server mode tag
Add automated screenshots instead of only serialized settings, fixed lighting
Add store images in all sizes
Restored abyss pack showcase
Added new system to let us create mock items + tile prefab override
exported viewmodel SAR update anims and edited reload to idle blend on its anim controller
Culling performance improvements
Eliminate the need to update call indices because they are stable and can be stored with each command
Made `count` property report the highest populated index instead of the allocated space.
Change proc anim components tick order, should be spine, then tail, then head
Do not tick procedural anim components when entity is culled
merge from projectile_jobs
Added and Setup Naval Improvised Plank Gibs
Update: BaseRaidBench - ensure results use 3-part format for key
Tests: none, trivial change
New: Scenes/Benchmark editor top bar menu
Tests: used all in editor - correct scenes opened
Added volumetric clouds option in the new settings menu
Merge: from main
Tests: ran BaseRaidBenchmark via bootstrap flow
Update: BaseRaidBench - players outside base now aim at random players in base
Tests: ran the scene
Modular Boats Small Ramp - First Iteration
Put cache under mode instead
Added prioritise premium toggle
cleaning up projectile TransformAccessArray properly
Update: BaseRaidBench - remove Projectile.Batched override
Now that it's on by default, we no longer need this override. also makes it easier to control the benchmark externally
Tests: ran the scene
Deleted Unused Collider Mesh
Setup Naval Improvised Plank Prefabs, Colliders, LODS
Update: BaseRaidBench - players moved to the base angle properly to fire
Tests: ran the scenario
Changed the shader name of the render pipeline's deferred indirect lighting shader as it was the same as the shader in the main project which was causing issues when the new render pipeline wasn't in use
swap "survival" to "vanilla"
Use correct tags for hardcore, softcore and primitive filtering modes
Added scaffolding for steam upload testing
Merge from waterpump_occlusion_fix
Fluid switch and powered water purifier loop audio now also affected by occlusion.
Smart mode sorting (mode priority first then players)
enabled batched projectiles by default
Swap to buffer list as its faster