133,910 Commits over 4,262 Days - 1.31cph!

npc_vendor_accessible_fix -> main
Remove for the travelling vendor
Fixed drone accessibility not showing up for NPC vendors. Had to adjust all NPC Vending Machine prefabs and S2P the following: - Stables - Fishing Villages - Bandit - Outpost
Today
merge from main
Today
Fixed GetPortalLerp NRE when reconnecting in the deepsea portal
Today
Kill deep sea if water system is null
player_head_stuck_fix_2 -> main
Second attempt at trying to fix the players head getting stuck down. Its due to the look direction coming in as negative in rare occasions and then freezing the ik - try and get away with clamping
Today
merge from lastplayed_sorting_fix
Today
Fix sorting by "last played" not working correctly in the server browser
Today
merge from naval_update
Today
Fixed gingerbread softside ceiling wallpaper always showing the default skin
Today
merge from gingerbread_wallpaper_fix
windturbine_lod_fix -> main
Fixed Windturbine having a super low LOD range Rebalanced to let us see wind turbines further (taking advantage of now batching)
Today
missed some bolts
mountplayersync_ai_bypass -> main (yolo)
mountplayersync_ai_bypass -> main
Today
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hot_reload_1.13.13 -> main
Update HotReload to 1.13.13
Today
Use Kill instead of Destroy when destroying the deep sea manager if deepsea.enabled is false
Today
Paintball Gun - split viewmodel weapon and ammo meshes
Today
Formatting
Today
Removed the deep sea top collider, so supply drop cant get stuck
Today
merge from naval_update
Today
set up paintball gun 3p and w model anims
Today
Also show the current health in boat building UI to make it more obvious if you need to repair
Today
Paintball Gun - viewmodel texture update
network_profiler_improvements -> main
Display in/out simple bytes in MB
Today
Reduce SailPositionInfluence
Today
merge from naval_update
Today
merge from naval_update/deep_sea
Today
LOD0 of scrap component box
Today
merge from naval_update/deep_sea/islandspawning_fixes
Today
Enable Indirect Instancing by default
Today
Profiling
Today
No longer restrict Indirect Instancing (`indirect_instancing.enabled`) to developer accounts. I'm looking at you, staging players. 👀
Today
Parse the conveyor's filters into item/blueprint/category dictionaries for faster lookups Takes 800 filter checks from 1.4ms to 0.12ms
Today
Allow Indirect Instancing to be toggled in-game any time (Also correctly applies config value when in editor now)
Today
Disable pipe shadows at 25% of the cull distance Cuts out a lot of shadow casters on big industrial bases
Today
Fixed some allocations
Yesterday
Big scary industrial conveyor refactor Main goal here is to try and reduce how many loops are inside loops, as this scales poorly with large item containers (every slot from every input container is iterating over every slot on every output container) Do a single prepass over all of the input items and run them through the conveyor filters, resulting in a single list of items that we can process, then attempt to move them to the output containers Improved GetTotalItemAmount as this was a major time sink when using filters with min/max amounts. Now iterates over the items directly rather than using GetSlots (which triggers another full loop over the container for every slot) Added an IEqualityComparer to ItemDefinition that just compares itemid, should speed things up when comparing ItemDefinitions
Yesterday
network_profiler_improvements -> main
Yesterday
- Can merge entity packet types according to name (will show a compressed view of available tickets as a subset of entities) - Added entity search bars - Can filter via entity in detailed view
Yesterday
Fix world model outlines not displaying when using skip domain reload.
Yesterday
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Yesterday
Still heavily wip, run the watermap jobs from burst.