133,894 Commits over 4,262 Days - 1.31cph!

mountplayersync_ai_bypass -> main (yolo)
mountplayersync_ai_bypass -> main
Today
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hot_reload_1.13.13 -> main
Update HotReload to 1.13.13
Today
Use Kill instead of Destroy when destroying the deep sea manager if deepsea.enabled is false
Today
Paintball Gun - split viewmodel weapon and ammo meshes
Today
Formatting
Today
Removed the deep sea top collider, so supply drop cant get stuck
Today
merge from naval_update
Today
set up paintball gun 3p and w model anims
Today
Also show the current health in boat building UI to make it more obvious if you need to repair
Today
Paintball Gun - viewmodel texture update
network_profiler_improvements -> main
Display in/out simple bytes in MB
Today
Reduce SailPositionInfluence
Today
merge from naval_update
Today
merge from naval_update/deep_sea
Today
LOD0 of scrap component box
Today
merge from naval_update/deep_sea/islandspawning_fixes
Today
Enable Indirect Instancing by default
Today
Profiling
Today
No longer restrict Indirect Instancing (`indirect_instancing.enabled`) to developer accounts. I'm looking at you, staging players. 👀
Today
Parse the conveyor's filters into item/blueprint/category dictionaries for faster lookups Takes 800 filter checks from 1.4ms to 0.12ms
Today
Allow Indirect Instancing to be toggled in-game any time (Also correctly applies config value when in editor now)
Today
Disable pipe shadows at 25% of the cull distance Cuts out a lot of shadow casters on big industrial bases
Today
Fixed some allocations
Today
Big scary industrial conveyor refactor Main goal here is to try and reduce how many loops are inside loops, as this scales poorly with large item containers (every slot from every input container is iterating over every slot on every output container) Do a single prepass over all of the input items and run them through the conveyor filters, resulting in a single list of items that we can process, then attempt to move them to the output containers Improved GetTotalItemAmount as this was a major time sink when using filters with min/max amounts. Now iterates over the items directly rather than using GetSlots (which triggers another full loop over the container for every slot) Added an IEqualityComparer to ItemDefinition that just compares itemid, should speed things up when comparing ItemDefinitions
network_profiler_improvements -> main
- Can merge entity packet types according to name (will show a compressed view of available tickets as a subset of entities) - Added entity search bars - Can filter via entity in detailed view
Today
Fix world model outlines not displaying when using skip domain reload.
Today
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Today
Still heavily wip, run the watermap jobs from burst.
Today
Start tracking buoyancy components to track them, split batches into deepsea/mainland.
Today
Use Vector:GetNormalized instead of GetNormal Fix wood_wire_angle* props spawning glass debris Fix PHX glass props spawning gibs in 1 spot Fix dissolve effect on entities without hitboxes
Today
First Iteration of easel painting with passthrough camera. - Added option for easels to toggle viewing scenery as the painting background - Added option for easels to toggle scenery background AND hide paintable, to fully view scenery
Merge from space_station_weapon_skin
Today
Update: hook up PersistentObjectQueue as well - consolidate work scheduling to AddTo-/RemoveFromActiveTriggers - fixed an exception when unity sends 2 OnTriggerEnter for 1 entity (not sure how, but TriggerBase handled it already) Just the most complicated version left - custom queue with jobs Tests: jumped on and off from moving boat
Merge from lr300_mag_drop
Yesterday
- Some dynamic sizing so the profiler plays better on smaller screen sizes - Add large overall scroll view, so we can scroll around the main view if its too small
Yesterday
added new sounds for the salvaged axe
Yesterday
merge from cargo_ladder_fix
Yesterday
Fixed not being able to get onto the two shorter ladders on the left side of cargo from a boat.
Yesterday
component armour box
Yesterday
Updating paintball gun qorld model rig with new mesh
Yesterday
merge from entity_label_fixes 🏷️
Yesterday
Updating paintball gin hierarchy
Yesterday
enabled R/W on LR300 mag model, and turned off GPU instancing on renderer on effect , it now displays when dropped
Yesterday
Run entity label clean tool Run manifest Commit 578 changed .meta files of prefabs that previously had incorrect entity labels, now fixed