133,589 Commits over 4,262 Days - 1.31cph!

14 Minutes Ago
Blocks track damage they've taken
16 Minutes Ago
Merge from naval_update
20 Minutes Ago
MountedPlayerSync (for scientist boats) reduced from 1ms -> 0.01ms
31 Minutes Ago
Merge: from randomize_junkpile_checkempty - minor optim to load balance JunkPile::CheckEmpty Tests: looted one on craggy, saw it disappear
32 Minutes Ago
Update: JunkPile.CheckEmpty now have a 5 second randomness Tests: looted a junkpile on craggy, flew away, waited and got back - it was gone
37 Minutes Ago
fixed clipping issues on planner viewmodel
39 Minutes Ago
- Actually skip MountedPlayerSync() - Cleanup
46 Minutes Ago
Bring back changes on 65343, this allows us to bypass BaseMountable.MountedPlayerSync on a per mountable basis - Expose MountSyncType options (can now parent players to mountables, or reposition per frame as normal) - can be set per mountable - Allow AI to be able to handle these settings differently (eg we can parent just AI to mountables)
51 Minutes Ago
rebuild censor chunks and reapply properly when censorsigns changes
1 Hour Ago
Merge: from procpop_debug - Bugfix: fix DensitySpawnPopulation prefab pool being starved out, resulting in failed spawn attempts - Optim: DensitySpawnPopulation early exits if it reached prefab population target isntead of continuing to try to spawn - New: spawn.report now contains info about failed iterations and how many entities it recently spawned - New: spawn.dump_map <pop> [count] which simulates spawns and generates pngs indicating general spawn area and attempted spawns. Pngs in <server_ident>/debug. Tests: 4.5k procgen in editor - server started with full junkpile pop, simulated spawn gave better numbers
1 Hour Ago
Update: dump_map exports to identity/debug/ folder - client buildfixes Tests: built all modes in editor, ran dump_map on craggy
1 Hour Ago
Refactor damage methods.
1 Hour Ago
Merge: from main
1 Hour Ago
Optim: DensitySpawnPopulation - stop trying to spawn prefabs when used up available prefabs This eliminates a lot of wastefull attempts Tests: while at full population, ran dump_map with 1000 items to fill - reported 0 attempts
1 Hour Ago
Show an error toast when trying to deploy & edit a boat that has been recently damaged.
1 Hour Ago
Bugfix: DensitySpawnPopulation - avoid weighted prefab pool starvation Bug from 2022 - we never checked if prefab instantiation ever failed, as it has it's own internal checks Tests: ran spawn.report - saw that junkpiles population was full after boot. deleted junkpiles pop then immediately simulated spawning - saw green pixels, got the count
1 Hour Ago
Update: spawn.dump_map - also report how many spawned and how many attempts were taken Looking at the texture it's hard to believe it has 800 green pixels, but apparantly it does. Tests: used dump_map right after delete_populations
2 Hours Ago
merge from store_gallery
2 Hours Ago
Added store images for the following: - LNY wallpaper - LNY wall divider - Halloween wallpapers - Balloon pack
2 Hours Ago
Hide pants repose
2 Hours Ago
merge from obb_test
3 Hours Ago
removed 3D gaussian blur entirely, it was too slow
3 Hours Ago
split censoring XYZ segment counts and convarred, defaulting to (4,5,4)
3 Hours Ago
Fixed steam inventory modal unable to send coroutines during their init
3 Hours Ago
Fix issue causing low ammo indicator to be always on
3 Hours Ago
Only scroll when the item is not 100% visible Some safety checks
3 Hours Ago
merge from indirect_instancing (for real this time)
3 Hours Ago
merge from indirect_instancing
3 Hours Ago
local-region OBB pointcloud fitting
3 Hours Ago
Some bug fixes, reset scroll pos after closing the skin modal NRE fixes
3 Hours Ago
Update: differentiate SpawnPosOverride and Density errors Noticed a bug that can cause random prefab picking starvation (we don't return prefabs if instantiating a prefab fails), will fix in a separate CL to confirm via debug maps Tests: ran dump_map junkpiles 1000 on 4.5k procgen
3 Hours Ago
slight cleanup, disabling blur for now
4 Hours Ago
Adding extra unitybuild args that were missing on OSX builds
4 Hours Ago
4 Hours Ago
Update: refactor SpawnPopulationBase to work with ISpawnHandler - got rid of SimulateSubFill, consolidated logic - changed dump_map default simulation count to 100 (to avoid iteration explosion) - added more fail reasons This both reduces code duplication and makes sure we run exactly the same SubFill logic when simulating to generate debug maps Tests: ran it on 4.5k procgen with dump_map junkpiles 1000 - found why they don't spawn
Today
Add colour to instance data for debugging, wip rotation handling for seamless LOD borders
Today
* Moved fallback bounds transformation to a job * Removed old fallback culling code
Today
Layout tweaks
Today
Moved gallery images to CoverImage Fixed scroll view paddings for items with more than 5 images Clicking a gallery button scrolls to center the clicked element
Today
Cleanup: Remove old MotionList code
Today
* Fixed objects in fallback renderer not updating correctly when in motion. * Added profiler markers for draw call submission of instanced and fallback renderers. * Fixed streaming_use_mesh_uv_distribution_metrics not actually doing anything.
Today
support for movement sounds on pt boat turrets
Today
Fixed weekly items modal not showing "This item can't be broken down" Cleanup
Parachute backpack/canopy/gibs reposed
Today
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Today
merge from main
Today
merge from console_autocompletion_contains
Today
Changed the console autocompletion from StartsWith to Contains
Today
Steam inventory modals fixes following the gallery changes
Today
Remove SimpleFloatingEntity and associated prefabs, they were never used