133,447 Commits over 4,262 Days - 1.30cph!

Today
merge from main
Today
added space lr-300 store specific icon
Today
merge from space_station_weapon_skin
Today
Disabled GPU instancing on RHIB materials to fix incorrect occlusion and normal maps
Today
ironsight target tweak
Today
merge from space_station_weapon_skin
Today
tidy up of SSS profiles. Shared profiles across 12th birthday cake and candle hat, removed mummy mask, frankenstein mask, latex balloon, old birthday cakes, ruistige egg G. We're now at 13
Merge from space_station_weapon_skin
Fix warning spam on viewmodel
Today
Male mummy wraps full body reposed
Today
Prevent createdeepsea from running if deepsea.enabled is false
Today
merge from fixedupdate_cleanup
BoatAI now checks for obstacles 5x less than what it used to (reduce avoidance_update_interval). Results are still decent enough to use and will greatly reduce the amount of time we are spending on repeated obstacle searches.
Today
TriggerForce also uses a cancellable InvokeFixedTime based on empty state
Today
Reduce underwater_drag_budget_ms default to 0.05 (was 0.1)
Today
split JunkPileWater FixedUpdate into timed InvokeRandomized to replace nextPlayerCheck timer and UpdateMovementFixedTick on InvokeRepeatingFixedTime only when a player is nearby
Today
Add null checks to various places in PlayerBoatSounds.
Today
Disable nav mesh obstacle carving on LootContainers spawned in the deep sea (can be controlled with debug.disableLootNavObstaclesInDeepSea convar) Strip all NavMeshObstacles on floating cities
Today
Fixed deep sea not killing network limited entities when closing, leaking them after every deep sea wipe (metal detector sources)
Today
merge from deepsea_leak_fix
Today
removed FixedUpdate from TriggerPlayerForce in favour of cancellable FixedTime reapting invokes based on trigger contents - we have a lot more of these with boats now
naval_update -> mountedturrets_fixes (broken everything)
Today
Merge from naval_update
Today
Merge: from triggerparentdelayedexit_optim - Optim: sped up noclip check via OOB broadphase + reduced tick count + added BaseEntity caching Tests: hopped around the boat
Today
Merge: from opt_triggerparent_timeslice - Optim: reduced component accesses and added support for triggerparent.ontick timeslicing Tests: jumped around the boat
Today
▅▍▌▉▊: ▋▋▄▅▇ ▍▅▄█▌▆▆▊ ▆▌ █▋▇▇▌▇██▅▄▇▇▇.▊▆▆▆▋▍ ▋▍▌ ▊▋▆▌▍▅ ▌▋▌ ▍▆█▉ - █▊▉▋▆▇▇▌▄▄▊▌▇▆▊▍█▊▉▌▉▄▉▄ ▍█ ▇▉█ ▆█▄▌ ▄▌▊ ▋▄▋▇▊▄▉▋▉▄ ▉▍, ▆▋▇▇▊▉▄▇▄█ ▋▌▍ ▋▇▌▊▊▄▇▇▍▆█▌▅▆▉▉▌▉▍▌█▇▋▌.▄▇▆▄█_▉▇▇▍_█▍▊▊▄▍▄▆(▉▆▉▍██▇ █▌▆▌) ▋▄▉ ▇▊▍▉_▆▋▆▌_▇▌▄▍▋▇▌(▌▋▉▍▉▌▅ ▅.▍) ▊▌▍▉▊: ▇█▊▌▌▉ ▄ ▋▉▋▆ ▄▊▌▊ ▌█▋ ▄▊▄█▇ ▋█▊▆ █▍ ▌▇▋▊▆, ▄██▄▌▋▋▄▅▋ ▋▉▆▆▉▅ ▆▅ ▍▍▊ ▍▄▌█▆▇ - ▊▋▋ ██▇█▌▆▇▇▌▆ ▌▍ ▆▉▄ ▌█▄▌, ▌▊▅ ▌▋▉▄▇▊▊ ▊█▄ ▇█ ▇▆▅▋▇ ▇▌▌▇▋▄▋▊█▋ (▉▌▆-▋▍▄▆▊▊▌▋ ▌▊▋▆▋). ▌▉▋▆▌▋▊▊ ▉ ▍▌▌▅▊▌ ▇▍▌▄▋.
naval_update -> mountedturret_fixes
Today
merge from deepsea_disabled_fix
Today
Fixed deepsea.enable false not killing past saved deep sea - Deep sea manager is now always created regardless of deepsea.enabled - When initialized, if deepsea.enabled is false, deep sea is closed and the manager is destroyed right after
Today
JunkpileWaterWorkQueue frame budget now defaults to 0.05ms (was 0.25)
Today
▆▉▇▇ ▌▊▄█▆ ▌▍█▊▊▇ ▌▍▇▌▄█▄ ▋▅▇▋▉ ▅▄▍
Today
removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
Today
fixed skinning issues
Today
Merge from naval_update, revert oilrig scientists
Today
Merge from revert_oildrig_scientists
Today
Convared the distance within players wake up boat scientist AI
Today
merge from spacestation_storepages
Today
merge from spacestation_storepages - added media for building skin and added correct icon to sitem
Today
Use old scientists on both oilrigs
Today
ai.npc_spawn_on_deep_sea_islands default to false
Today
Added Water Bucket Refresh Viewmodel and Worldmodel
Today
Added Water Bucket Textures Setup Water Bucket Materials
Today
Setup Water Bucket Refresh Folder Structure
Today
added in lewis's much better space station building skin cover images
Today
space station media for store - not hooked up yet. Space station icon hooked up to sitem
Today
Fixing cannon mesh loops
Today
Update: reorder clipping entities check to fast-exit on corpses Tests: none, trivial change
Today
Clean: remove duplicate IsDestroyed check It's already checked as part of ToBaseEntity and our caching Entity Tests: none, trivial change
Today
Optim: TriggerParent - cache ToBaseEntity calls Best case they cost us a hash-lookup + alive checks, worst case - hierarchy traversal. We can make do with alive checks only. Tests: built a boat and rode it, put it in edit and reconstructed a foundation
Today
increased culling distance of recycler