136,115 Commits over 4,444 Days - 1.28cph!

5 Days Ago
Typo fix
5 Days Ago
Phrases
5 Days Ago
merge from PlayerMaintainedMonuments
5 Days Ago
Further spraycan refactor progress Entities restrict whether they are in a valid state for reskinning by overriding CanBeReskinned / CanBeRedirectSwapped Unified the way the reskin error toasts are sent, added 2 more - getting toasts when a reskin failed is now more consistent vs just not being able to open the menu Fixed not seeing the amount of seconds you need to wait when trying to reskin a recently damaged entity Some cleanup, moved BaseEntity.Reskinning to its own file
5 Days Ago
merge from PlayerMaintainedMonuments
5 Days Ago
Normal test
5 Days Ago
Remove concept of global available power amount for now, instead each powergrid access point has a base amount it provides when powered. Inserted powerplant fuses increase this amount at every access point. Felt like the cleaner way of distributing power regardless of map size and number of access points. Rename powergrid_generator.static prefab as it isn't really a generator Add option to electric generators for what they should do if they require the powergrid but server has powergrid disabled (do we want certain powergrid connected circuits then always powered on or off)
5 Days Ago
Merge from powergrid
5 Days Ago
updates to gas station circuitry/garage door from meeting feedback
5 Days Ago
merge from workshopskinnable_metal_shop_front
5 Days Ago
fixed workshop materials not displaying on metal shop front, also fixed gibs showing correct material. Triangulated mesh and fixed a few unwelded verts
5 Days Ago
main -> snapping_fixes
5 Days Ago
vending_machine_admin_typo -> main
5 Days Ago
Separate typo fix
5 Days Ago
server_item_notifications_streamermode -> main
5 Days Ago
Clean: remove Perf.TestGetHeightFastIndirectOld and related bits Tests: none, trivial change
5 Days Ago
Giving yourself an item via f1/console commands will now respect streamermode and not reveal your actual username
5 Days Ago
CRLF to LF line ending changes for all RRP files
5 Days Ago
Update: switch GetHeightsFastJobIndirect to use HeightMapData.GetHeight instead of inlined logic - removed extra 4 madds by using Fast's index calculation It's slightly slower on 512x512 test (0.9ms -> 1ms) due to Clamp01 calls, but we can afford consistency with GetHeight - will allos us to promote "fast" as "normal" and deduplicate Tests: ran perf tests, compared asm
5 Days Ago
Disable thruster buttons during satelite lerps. Flash targeting circle when locked.
5 Days Ago
Update: rewrite TerrainHeightMapJobs.GetHeightsFastJobIndirect to use HeightMapData - temporarily added Perf.TestGetHeightFastIndirectOld for easier assembly comparison Generates the same assembly, so same perf Tests: ran perf tests
5 Days Ago
Lerp satellite targeting adjustments.
5 Days Ago
Stop deepsea npc shops from showing up in outpost search
5 Days Ago
sell_order_warning_persistence -> main
5 Days Ago
Fix vending administrate 'remove all' dialog from persisting if you disconnect
5 Days Ago
merge from main
5 Days Ago
merge from steam_getitems_optims
5 Days Ago
Fix various motion vector issues (override shaders, depth, skinned meshes)
5 Days Ago
Remove custom motion vector pass from standard shader
5 Days Ago
Update(tests): add perf tests for TerrainHeightMap GetHeight family Surprisingly, the *Fast versions are faster even in burst jobs. I want to rip them out(too many dupes), so going to try to replicate the benefits to common family Tests: ran all unit tests
5 Days Ago
main -> photograph_text_fix
5 Days Ago
Fix photograph notes not updating
5 Days Ago
Cache the known items set because it can be quite large for a player with a lot of items
5 Days Ago
Steam inventory menu only fetch the acquired property
5 Days Ago
Back the store catalog in a dict for faster lookups
5 Days Ago
Clean: redirect a couple calls via GetHeight01/GetNormal(..., NativeArray.ReadOnly) Tests: none, trivial change
5 Days Ago
Bugfix: TerrainHeightMap.GetNormalsIndirect - reimplement using HeightMapData core - also slightly refactored HeightMapCore height logic Fixes it not knowing about deep sea Tests: all TerrainHeightMap unit tests pass
5 Days Ago
Store seen steam instance id per account, fixes switching steam account triggering all items as new
5 Days Ago
voip_cctv_rewrite -> main
5 Days Ago
Update(tests): add TestGetNormalsIndirect_Deferred Conceptually it's same logic underneath, but routed through different code, so worth a unit test Tests: ran new unit test - fails on deep sea indices as expected
5 Days Ago
vending_flag_collision_fix -> main
5 Days Ago
Bugfix: TerrainHeightMap.GetNormal(float, float) now checks for deep sea - added utility funcs that sample user provided NativeArray<short>.ReadOnly - regenerated validation normals for unit tests from TestGetNormal Tests: TestGetNormal passes, TestGetNormalsIndirect fails as expected
5 Days Ago
Fix flag collision
5 Days Ago
setting a level of 8x aniso on textures that are used on larger, flat surfaces
5 Days Ago
Store doesnt pull all steam item properties anymore Reworked the store external purchase notificaiton to not depend on the acquired property anymore
5 Days Ago
Bugfix: TerrainHeightMap.GetHeightsIndirect - rewrite using HeightMapData core This fixes missing deep sea lookups Tests: ran TestGetHeightsIndirect - passes
5 Days Ago
Update: refactor core of GetHeight logic into it's own struct - updated GetHeights to use it Tests: TestGetHeights passes
5 Days Ago
3p wire run anim exported and linked to holdtype override controller
5 Days Ago
main -> snapping_fixes
5 Days Ago
Bugfix: TerrainHeightMap.GetHeights - clamp to border when interpolating heightmap samples Tests: TestGetHeights passes