128,687 Commits over 4,201 Days - 1.28cph!

4 Days Ago
allocation_reductions -> main
4 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
4 Days Ago
Preset list capacity on active renderer effects (stops list reallocations at runtime)
4 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
4 Days Ago
Merge from boat_building
4 Days Ago
Changed the order of steering wheel dismount positions so the nearest one is attempted first
4 Days Ago
merge from small_engine_reverse
4 Days Ago
menu options split between foward/reverse gear toggle - also fixed on/off options using the same string token by mistake
4 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
4 Days Ago
switched stair zipline platforms for flat platform ones
4 Days Ago
exported updated 3p rpg skin anims
4 Days Ago
Remove some dead code
4 Days Ago
Fix DLSS breaking with GetTemporary. Pass a texture descriptor struct to ask for a random write texture.
4 Days Ago
Quick cleanup after merge issue
4 Days Ago
Small engine anim code/setup
4 Days Ago
merge from small_engine_reverse
4 Days Ago
Added a TimeWarning for the recalculation of UV distribution metrics when batching
4 Days Ago
invert rudder control when reversing so it doesn't cancel out
4 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)
4 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
4 Days Ago
Only requesting mipmap level change to items added to hotbar and clearing it for items removed from hotbar after 1 second
4 Days Ago
missing manifest update for smallengine fuel storage (caused it not to be saved/loaded)
4 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
4 Days Ago
Save 40 bytes a frame in UIChat. 'FindWith' was allocating a lambda, replace with a simple loop
4 Days Ago
Stop HurtOverlay allocating 36 bytes a frame. Was boxing a float into Mathf.Max() with a single value?
4 Days Ago
oil rig foot b lods and collision
4 Days Ago
unskinned_windmill -> main
4 Days Ago
More lod adjustments
4 Days Ago
LOD improvements (match sail and vain)
4 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
4 Days Ago
Boat door colliders: convex solution that has a hole for glass collider to work
5 Days Ago
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5 Days Ago
Small engine prefab update
5 Days Ago
more precise colliders for modular boat low walls
5 Days Ago
Halloween_25_Update -> main
5 Days Ago
Setting the requested mimap levels on all hotbar items
5 Days Ago
Merge from small_engine
5 Days Ago
Allow all door types on player boats
5 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
5 Days Ago
boatbuilding platform anim updates
5 Days Ago
MeshTerrainRoot should now auto update terrain size field (needed for terrain map sampling), and update island prefabs with terrain size field.
5 Days Ago
Fix TerrainMeta NRE
5 Days Ago
Removed TerrainCollisionTrigger scripts from dynamically placed halloween/xmas mine tunnels - not needed and not intended to be used for dynamic objects
5 Days Ago
Updating small engine LODs
5 Days Ago
Check for closest island in increments instead of every frame, also profiler sample fix.
5 Days Ago
Merge: from main
5 Days Ago
Merge from boat_building
5 Days Ago
PT boat wall adjust
5 Days Ago
small engine lods and collision updates
5 Days Ago
Added methods to the texture streaming class for changing and clearing the requested mipmap level