129,297 Commits over 4,201 Days - 1.28cph!

11 Days Ago
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11 Days Ago
RPG7 - Texture update
11 Days Ago
Finalized spawns.
11 Days Ago
walkway roof tarp collider fixes
11 Days Ago
Casino converted paddling pool into a non-entity static object Static variants of broken down chippy arcade to reduce the number of entities in the scene Fixed bar merchant
11 Days Ago
edited naval large sails anims
11 Days Ago
undid change in file I don't remember touching (harmless)
11 Days Ago
updated naval anchor animations
11 Days Ago
allocation_reductions -> main
11 Days Ago
code gen
11 Days Ago
allocation_reductions -> main
11 Days Ago
Bugfix: remove false-positive log for deferred player destroy - remove unnecessary override Discovered when spactating a player that constantly toggles invis. Doesn't fix the NRE itself, but further reduces false-positives. Still looking for the root cause Tests: spectated a player constantly toggling invis
11 Days Ago
Preset list capacity on active renderer effects (stops list reallocations at runtime)
11 Days Ago
Stop UI_Hero_Infobox keeping running its update method for no reason when the menu is hidden. Restore the update loop when menu is open again. Saves 40 bytes a frame
11 Days Ago
Merge from boat_building
11 Days Ago
Changed the order of steering wheel dismount positions so the nearest one is attempted first
11 Days Ago
merge from small_engine_reverse
11 Days Ago
menu options split between foward/reverse gear toggle - also fixed on/off options using the same string token by mistake
11 Days Ago
Stop PostProcessingLayer stealing a whole 1 KB/s This was due to profiling using a formatted string, a very minor mistake that we paid in allocations on every client. - Profiling was using a formatted string in a hot loop - Hide this behind convar: graphics.detailed_postprocessing_profiling
11 Days Ago
switched stair zipline platforms for flat platform ones
11 Days Ago
exported updated 3p rpg skin anims
11 Days Ago
Remove some dead code
11 Days Ago
Fix DLSS breaking with GetTemporary. Pass a texture descriptor struct to ask for a random write texture.
11 Days Ago
Quick cleanup after merge issue
11 Days Ago
Small engine anim code/setup
11 Days Ago
merge from small_engine_reverse
11 Days Ago
Added a TimeWarning for the recalculation of UV distribution metrics when batching
11 Days Ago
invert rudder control when reversing so it doesn't cancel out
11 Days Ago
Dont allocate new RenderTextures every frame in PsotProcessLayer.RenderScale() Lets use RenderTexture.GetTemporary instead Savings in render loop (roughly): - AsyncTextureLoad.Texture (.4 ms) - Texture2D.LoadRawTextureData (.1 ms)
11 Days Ago
Gave SmallEngine a reverse option, provides half the force backwards - TurnOn/TurnOff interactions are instant now and on the radial menu rather than holding
11 Days Ago
Only requesting mipmap level change to items added to hotbar and clearing it for items removed from hotbar after 1 second
11 Days Ago
missing manifest update for smallengine fuel storage (caused it not to be saved/loaded)
11 Days Ago
Initial sqlite save/load for relationship manager - For now only save/load last team index to db, ensures in the event of a relationship manager rollback we will never have duplicate team ids - Remove dead RelationshipManager-Bags code
11 Days Ago
Save 40 bytes a frame in UIChat. 'FindWith' was allocating a lambda, replace with a simple loop
11 Days Ago
Stop HurtOverlay allocating 36 bytes a frame. Was boxing a float into Mathf.Max() with a single value?
11 Days Ago
oil rig foot b lods and collision
11 Days Ago
unskinned_windmill -> main
11 Days Ago
More lod adjustments
11 Days Ago
LOD improvements (match sail and vain)
11 Days Ago
- Changes to how conversation data is saved from the dialogue editor graph - Fix oil rig mission item shortname - Dialogue options populated through a mission list node now display a mission icon next to the dialogue choice, indicating the option is a mission name. Added flex elements to dialogue option UI to support this - Fixed issue where displayed dialogue option number could be wrong when displaying a mission list node - Can now talk to NPC's whilst using noclip
11 Days Ago
Boat door colliders: convex solution that has a hole for glass collider to work
11 Days Ago
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11 Days Ago
Small engine prefab update
11 Days Ago
more precise colliders for modular boat low walls
11 Days Ago
Halloween_25_Update -> main
11 Days Ago
Setting the requested mimap levels on all hotbar items
11 Days Ago
Merge from small_engine
11 Days Ago
Allow all door types on player boats
11 Days Ago
Bugfix: reduce error false-positives by ensuring bot IDs never overlap - Permit random overlap once we exhaust MaxBotIdRange ids (which is old behavior) but emit an error Because we always picked a random bot ID, it was possible that there'd be an overlap and it could confuse dependent systems (like my logging for the NRE). Hoping this reduces false-positive error logging. Tests: in editor spawned a couple players and killed them, then monitored the ID queue with debugger
11 Days Ago
boatbuilding platform anim updates