136,992 Commits over 4,324 Days - 1.32cph!

10 Months Ago
Fixed train tunnel above ground / below ground rail connections not spawning due to the recent environment volume tweaks
10 Months Ago
Low wall, low barrier
10 Months Ago
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10 Months Ago
Bugfix: fix missing callstacks - Updated binary that contains the fix internally to 6440ec7 (still hardcoded to always capture callstacks) - was due to ABI missmatch - Updated continuous profiler unit test to check for AllocsWithStack and a bit of the data set - Partially updated ProfileExporter, and definitelly borked ProfilerBinViewer Got updated overhead numbers - always capturing a callstack leads to 9micros per allocation cost(even though inflated due to tests adding 38 calls per alloc). Tests: unit tests + perf test
10 Months Ago
Remove corner pieces
10 Months Ago
Allow chatting while using a computer station Fix chat immediately reopening sometimes (when in the computer station?) Remove some allocations related to closing the chat input and input within dialogs
10 Months Ago
Triangle hull and wall test pieces.
10 Months Ago
Added wallpaper to all foundation and floor prefabs
10 Months Ago
Fix a server crash that wasn't merged properly from x86-64 CC/Tonemap system handles marked for deletion entities
10 Months Ago
CC/Tonemap system handles marked for deletion entities
10 Months Ago
Update: initial stack gathering support for allocs in Continuous mode - using release libs based on d48bcf49, with hardcoded stack gathering for now Somehow it's 15% faster than mono_get_last_method, which doesn't make sense - need to update the exporter to figure out what's being generated. Tests: none Profiling shows
10 Months Ago
Fixed bullet blood not playing on awake. Fixed its missing material Made warmup counts consistent between blood impact types. (35 for bullet, 5 for melee)
10 Months Ago
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10 Months Ago
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10 Months Ago
replaced the vine mesh with an updated version on viewmodel vine rig
10 Months Ago
Minor cleanups
10 Months Ago
World changes
10 Months Ago
High quality compression settings
10 Months Ago
Fixed a null ref caused by the indirect lighting diffuse texture being missing for the first frame of rendering the environment volume pass
10 Months Ago
Made waterworld for testing
10 Months Ago
main ➡️ naval_update
10 Months Ago
Hull_square test
10 Months Ago
Remade is broken icon Old one was looking super low res with higher monitor resolutions
10 Months Ago
merge from main
10 Months Ago
Fixed skin rendering issues in darkest environment volumes by correcting the deferred indirect lighting render targets' formats
10 Months Ago
Add a separate boat planner for now.
10 Months Ago
10 Months Ago
Fixed the sound trigger of bromeliad_dry_a being set to the wrong layer and preventing item pickup
10 Months Ago
merge from main
10 Months Ago
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10 Months Ago
Update jungle emote image
10 Months Ago
merge from main
10 Months Ago
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10 Months Ago
Test: adding an profiler-allocation overhead estimate test - Switched to relase binaries of d340789f Without profiler recording, allocs cost us ~0.3micros, with recording it costs 1micro. Next will see if we can afford gathering full callstacks for each alloc. Tests: unit tests
10 Months Ago
Ensure jungle waterhole is not a viable crash site for the helicopter Ensure all Lakes/Oasis don't allow heli crash MonumentInfo 'AllowPatrolHeliCrash' is set to default to false - prevents this happeneing in the future
10 Months Ago
Some minor fixes Experimenting with different queue implementation
10 Months Ago
Merge from /main
10 Months Ago
Merge from: main Tests: none (no conflicts)
10 Months Ago
Bugfix: NotSupportedException when trying to use NetWrite.Read - Fixed by going directly via underlying buffer of NetRead/NetWrite - Removed generic Stream call path for recording of packets Tests: ran a server-side client demo recording in editor - before exceptions, now clean
10 Months Ago
rebalanced buoyancy flow movement scale for boogieboard and kayak so you can actually move away from the beach
10 Months Ago
update half height shelve name
10 Months Ago
Fixed duplicated bones in horse skeleton properties, causing duplicate bone id warnings when damaging a horse for the first time
10 Months Ago
fixed radiation dart feathers clipping through the hand - update to fbx
10 Months Ago
Update: Continuous profiling that only captures allocations (for now) - using debug binaries built from d340789f, it triggers a snapshot every 3rd frame for testing - added a test to validate the loop of capture-and-resume - Native.StartRecording -> Native.TakeSnapshot Pretty barebones for now, need to profile callstack gathering to see how expensive it is for continuous profiling. Tests: unit test
10 Months Ago
fix sigil wallpaper
10 Months Ago
Fix: Add "vine" to texture streaming exclude patterns.
10 Months Ago
caves S2P
10 Months Ago
fixed occurences of light leaking in cave segments prefabs set cave glow worms to world layer turned on fade on cave pointlights and a slight increase in drawing radius to fix long corridors popping
10 Months Ago
update variants number
10 Months Ago
Removed model component from all deployable corpse prefabs, not needed Fixes some missing string warning when repairing them