131,428 Commits over 4,232 Days - 1.29cph!

Yesterday
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Yesterday
merge from main
Yesterday
removing more unused prefab setup
Yesterday
merge from gui_cleanup
Yesterday
removing more dead code
Yesterday
got the admin panel working for sculptures again
Yesterday
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Yesterday
Naval scientist variation art
Yesterday
removed a bunch of disabled stuff from the dialogue prefab
Yesterday
Possibly fixed MeshCull objects not being affected by occlusion culling
Yesterday
routed saving properly
Yesterday
Commands tab for useful and common commands
Yesterday
Include legacy shelter in spawn_all_deployables command, was excluded previously to prevent an error
Yesterday
Tank Top repose male/female
Yesterday
Collared Shirt repose male/female
Yesterday
removed some leftover signui stuff, float values used for sizing as it now supports that
Yesterday
powerplant update
Yesterday
merge from powerplant_dropzone
Yesterday
airfield, excavator, launch site, military tunnels, nuclear missile silo, powerplant, trainyard and water treatment plant now playable from the scene - few misc errors need cleaning up, terrain components largely out of date across scenes - continue to use monument island for procgen like experience
Yesterday
Loadouts tab styling
Yesterday
drop zone moved, prevents hackable dropping on lighting
Yesterday
merge from fillwater_improvements
Yesterday
merge from helicopter_flare_balance_pass
Yesterday
merge from harbor_swingbridge_parent_fix
Yesterday
merge from m15_3p_emmisive_fix
Yesterday
merge from tactical_gloves_skinnable - tac gloves now skinnable
Yesterday
merge from rivals
Yesterday
Culling.env is no longer admin only Added culling.skinnedRenderers, controls the player/animals culling system Both culling.env and culling.skinnedRenderers require culling.toggle to be active, turning this convar off will turn both related convars off
Yesterday
Merge from food_qol
Yesterday
Fixed items held in sub inventories (backpcks, fishing rods) not calculating biome temperature correctly
Yesterday
Merge from main
Yesterday
Don't allow the deep sea terrain config to load if the player is in the tutorial
Yesterday
Merge from parent
Yesterday
Cherry pick 136869 to expose bake heightmap shortcut, useful outside of hackweeks
Yesterday
Fixed missing ghost ship map marker
Yesterday
Merge from fog_multithread_fix
Yesterday
Move test scene
Yesterday
Yesterday
Compile fix
Yesterday
FIxed deep sea fog of war being filed with mismatching part ids on the server, preventing it form loading on the client after reconnecting
Yesterday
Expose shortcut Terrain/Bake Heightmap in shortcuts window
Yesterday
Yesterday
Splatting
Yesterday
Saving/loading
Yesterday
Setup a paint save testing scene to finally get to the bottom of the multithread fog of war issues
Yesterday
Fix "ShouldBeRunning()" getting inverted during refactor
Yesterday
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
Yesterday
Strip PropRenderer from spawned objects Can't use PrefabAttribute due to assembly limitations so came up with a simpler approach Probably not worth it, a memory sample from a large base showed only 0.7mb of these components (across 1885 of them though) Would still need some bespoke handling for HideDuringRender usages, likely via a new component
Yesterday
Add convars to control pool refilling - refill_max_concurrency (default max 5 jobs queued) - refill_mode (0 = off, 1 = main thread, 2 = InstantiateAsync) - refill_immutable_optimization (assumes source prefab isn't being modified) - refill_max_per_job (max number of prefabs submitted per job (default 30) Better detection when no work is being done and avoiding burning the budget Target refilling each pool to 50% to avoid constantly deleting extra prefabs if the pool is always full - hardcoded for now Simplify main thread refilling, don't worry about overshooting budget since it can be set small and we want to move to async which doesn't risk overshooting
2 Days Ago
Forgot to commit changes from yesterday, added a score HUD