134,729 Commits over 4,293 Days - 1.31cph!

60 Days Ago
missing TankTop file
60 Days Ago
█ ▇▅▆▇▄▍▌ ▉▇▌▌▇▋▉▋ ▇▉▋▊ █▅▋▄▍▌ ▆▌▆▍ ▋▍▋▇▉██▋▆▋▄
60 Days Ago
merge from main
60 Days Ago
removing more unused prefab setup
60 Days Ago
merge from gui_cleanup
60 Days Ago
removing more dead code
60 Days Ago
got the admin panel working for sculptures again
60 Days Ago
▆ ▇▅▄▋▇█▌ ▇▊█▍ █▉▉█▅▇ █▋ ▅▋▅▉▍█▊▊█▌▄▇▋ ▄▄ ▄▅▍▉▄ ▇▆ ▅█▋▋ █ ▍▄▄▉▍▅█▇ █▆▊▅▇▋▌▇█▉▄
60 Days Ago
Naval scientist variation art
60 Days Ago
removed a bunch of disabled stuff from the dialogue prefab
60 Days Ago
Possibly fixed MeshCull objects not being affected by occlusion culling
60 Days Ago
routed saving properly
60 Days Ago
Commands tab for useful and common commands
60 Days Ago
Include legacy shelter in spawn_all_deployables command, was excluded previously to prevent an error
60 Days Ago
Tank Top repose male/female
60 Days Ago
Collared Shirt repose male/female
60 Days Ago
removed some leftover signui stuff, float values used for sizing as it now supports that
60 Days Ago
powerplant update
60 Days Ago
merge from powerplant_dropzone
60 Days Ago
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and water treatment plant now playable from the scene - few misc errors need cleaning up, terrain components largely out of date across scenes - continue to use monument island for procgen like experience
60 Days Ago
Loadouts tab styling
60 Days Ago
drop zone moved, prevents hackable dropping on lighting
60 Days Ago
merge from fillwater_improvements
60 Days Ago
merge from helicopter_flare_balance_pass
60 Days Ago
merge from harbor_swingbridge_parent_fix
60 Days Ago
merge from m15_3p_emmisive_fix
60 Days Ago
merge from tactical_gloves_skinnable - tac gloves now skinnable
60 Days Ago
merge from rivals
2 Months Ago
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
2 Months Ago
Merge from food_qol
2 Months Ago
Fixed items held in sub inventories (backpcks, fishing rods) not calculating biome temperature correctly
2 Months Ago
Merge from main
2 Months Ago
Don't allow the deep sea terrain config to load if the player is in the tutorial
2 Months Ago
Merge from parent
2 Months Ago
Cherry pick 136869 to expose bake heightmap shortcut, useful outside of hackweeks
2 Months Ago
Fixed missing ghost ship map marker
2 Months Ago
Merge from fog_multithread_fix
2 Months Ago
Move test scene
2 Months Ago
2 Months Ago
Compile fix
2 Months Ago
FIxed deep sea fog of war being filed with mismatching part ids on the server, preventing it form loading on the client after reconnecting
2 Months Ago
Expose shortcut Terrain/Bake Heightmap in shortcuts window
2 Months Ago
2 Months Ago
Splatting
2 Months Ago
Saving/loading
2 Months Ago
Setup a paint save testing scene to finally get to the bottom of the multithread fog of war issues
2 Months Ago
Fix "ShouldBeRunning()" getting inverted during refactor
2 Months Ago
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
2 Months Ago
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
2 Months Ago
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