139,372 Commits over 4,474 Days - 1.30cph!

10 Months Ago
merge from fix_blueprint_itemid -> main
10 Months Ago
Update manifest
10 Months Ago
Revert advanced BP fragment to old item id and apply FreezeItemid label
10 Months Ago
Prevent ItemDefinition from recaulating it's ItemId if the asset has the `FreezeItemId` label - exposing as label instead of bool so people don't actively use this hack
10 Months Ago
Number of improvements to the dump command - TLDR sometimes the scene files were correct, sometimes the overall information was correct, now scenes & overall information should be correct - create a dump for the "DontDestroyOnLoad" scene (it's not really a scene but contains all our PrefabWarmup components) - for certain dump text files, create separate files for active vs inactive objects - fix only dumping the active roots and not all roots, active & inactive
10 Months Ago
Swap TerrainConfig to tropical when in deep sea, fixes snowy tropical beaches
10 Months Ago
Fixed offset rotation
10 Months Ago
Swapped windmills from skinned mesh renderers to regular mesh renderers. With 50 windmills (high end, all around the same lod): - saving .15 on UpdateAllSkinnedMeshes - saving ,15 on MeshSkinning.Update - Saving .12 on Animators.Update - Saving .10 on DirectionUpdateAnimationBegin/End - saving 0.07 on camera rendering
10 Months Ago
Merge from slots_optimize
10 Months Ago
Fix a prefab id
10 Months Ago
Update caboose versions of slot machine Delete 6 meshes that are no longer needed, about a mb worth
10 Months Ago
WIP
10 Months Ago
Compile fix
10 Months Ago
merge from fix_chat_message_logs -> main
10 Months Ago
Make the slot machine and storage entity poolable, entering range of a slot machine that has already been pooled now takes 0.13ms and allocates 384b (was over 2ms)
10 Months Ago
Try to fix linux compile error again
10 Months Ago
MeshCull the black out box
10 Months Ago
Keep aim dir on cannons local whenever they're parented(to a boat), change all of the writes to aim dir to assume the same.
10 Months Ago
merge from ui_overhead_optims
10 Months Ago
Fixed chat and sleeping bag clusters texts appearing blurry
10 Months Ago
Cannon FX restoration. Nested them as standalone prefabs.
10 Months Ago
merge from ui_overhead_optims
10 Months Ago
Added hierarchy path for non menu, game or engine UI in printCanvases command. Easier to spot canvases from entities
10 Months Ago
Fixed F1 tools tab hud toggles not initializing correctly following 133710, causing half of the hud to disappear when opened
10 Months Ago
Merge from naval_update
10 Months Ago
A whole marathon of Indirect Instancing changes: - Schedule all jobs at the beginning of LateUpdate() for better worker utilisation. - Further improve scheduling behavior by modeling actual dependencies between jobs using writes_to_* and reads_from_* handles. - Allow instance reordering and command aggregation to run in paralell to give even more flexibility to the scheduler. - Run the debug overlay (where possible) in parallel with the jobs to improve performance - Avoid garbage allocation when scheduling the frustum culling job. (GeometryUtility.CalculateFrustumPlanes) - Schedule all jobs using ScheduleByRef. - Correctly set `[ReadOnly]` and `readonly` for all jobs to help Burst as much as possible. - Make batch size tunable: `indirect_instancing.batches_per_worker` - Add somewhat automatic instrumentation to CrudeProfiler via `using` statements. - Add ProfilerMarker to mimic what Unity 6 is doing with `using` statements. (Still need to verify it this compiles out properly.) - Add more profiler instrumentation. - Rename a ton of things for clarity. - Remove CommandBuffer. We won't need it where we're going.
10 Months Ago
Slot machine optimisation pass - halved the file size of the prefab, removed all skinned renderers Removed all allocations from client side invokes Don't spawn the payout UI elements until the player is with 15m (when the canvas would enable)
10 Months Ago
merge from fix_chat_messages_logs -> main
10 Months Ago
Fix compile error on linux server build
10 Months Ago
Fix chat messages not being logged to the logfile, only to the server console
10 Months Ago
merge from main (using main version of all the prefabs changed by a manifest update in naval)
10 Months Ago
merge from update_manifest_oct_25 -> main
10 Months Ago
Fixed farm barge NPC opening door too early
10 Months Ago
Prefab changes after generating manifest
10 Months Ago
Manifest after updating
10 Months Ago
Skin manifest
10 Months Ago
merge from ui_overhead_optimms
10 Months Ago
Merge from floating_cities
10 Months Ago
Delete client_modding ophaned prefab to fix GenerateManifest() throwing exception
10 Months Ago
█▄█▍▉▋ ▍▊▇▆▆▉▊▌▍
10 Months Ago
Spawns. Splat polish.
10 Months Ago
Fixed hudcomponent command messing with all these optims, we now toggle gameobjects only and keep the canvases untouched
10 Months Ago
Crosshair disables its canvas when hidden
10 Months Ago
floating city 4 latest
10 Months Ago
Now disable their canvas when invisible: Rock paper scissors Camera overlay Scope overlay Fixed blackout overlays not turning off completely
10 Months Ago
Spawning progress/backup
10 Months Ago
main -> unskinned_windmill
10 Months Ago
scientist_boat_fixes -> naval_update
10 Months Ago
Up scientist boat count from 12 to 36 (might scale with server pop in the future)
10 Months Ago
Dont global breadcast deep sea boat spawning - should prevent weird issues... scientists being without the boat?