196,480 Commits over 4,110 Days - 1.99cph!

3 Days Ago
Optim: avoid allocating compoarison delegate in GrowableGenes.PickWeightedGeneType Tests: unit test
3 Days Ago
Test: GrowableGenes test to track allocations - only tests GrowableGenes.GenerateRandom, but that was enough of a head-ache Found one opportunity to get rid of garbage alloc, but also found out Array.Sort(T[], int, int, ICompare<T>) always allocates Tests: ran the unit test
3 Days Ago
M15 pistol - Updated WIP textures
3 Days Ago
remove dumb thing
3 Days Ago
General store layout fixes
3 Days Ago
fix signed/unsigned mismatch warning
3 Days Ago
mac fix + line endings
3 Days Ago
Soft mask setup for play menu
3 Days Ago
First pass floating walkway stairs. Continued work on second pass floating walkway kit.
3 Days Ago
Added 4K Cinematic Compass Textures
3 Days Ago
merge from main
3 Days Ago
Also fix fps.limitinmenu capping fps when inside the workshop editor
3 Days Ago
Tweaked the store overlay pages blur
3 Days Ago
Bootstrap version of Roboto regular font Polished the bootstrap text sizes
3 Days Ago
New blur to the quit modal
3 Days Ago
added editor debug command to force refresh foliage grids / decor spawning / lod grids / etc. debug.forcerefreshlods
3 Days Ago
separated GridErosion heightmap carving from terrain splatting as two separate ProceduralComponent passes, gives more control to let rocks be placed nicely onto channelled terrain but then restrict splatting terrain onto them afterwards - also re-ordered GridErosion to be before small cliff hill rocks as these were the main cause of floating rocks
3 Days Ago
Fixed fps sometimes being capped at 15 instead of 60 in the main menu, when using both fps.limitinbackground 1 and fps.limitinmenu 1
3 Days Ago
Pretending to be a graphics programmer: wrote a semi optimised blur shader for our UI. Old background ui blur was doing ~130 texture fetches + three draw calls New one does ~9 texture fetches + 2 draw calls. Output is pretty consistent between old and new. UI Notifications now has an icon just like the store (rather than a blank entry)
3 Days Ago
Fix failed merge
3 Days Ago
Using roboto on: generic popup body, settings tooltips, skin modal description
3 Days Ago
wind vector can be changed over time
3 Days Ago
Applied Roboto Regular on store overlay pages
3 Days Ago
Added Roboto Regular font (non condensed version)
3 Days Ago
Created and Setup Compass Icon
3 Days Ago
General store soft mask
3 Days Ago
Added SoftMask
3 Days Ago
QA feedback changes for view model camera animations
3 Days Ago
Volumetric profile
3 Days Ago
Exposed maskable in MaskableGraphic (backported some newer unity UI stuff we dont have in our UI package, what could go wrong?)
3 Days Ago
Abyss pack + base pack styling
3 Days Ago
Refactor contributing health and mass values to BoatBuildingBlock so we can control values for each block type. Some cleanup. Add couple more test saves.
3 Days Ago
Merge: from main
3 Days Ago
Added Folding Wicker Bed Prop Setup all Folding Wicker Bed Prefab and Material Varients Imported Folding Wicker Bed Textures, Masks, LODS
3 Days Ago
merge from new_menu
3 Days Ago
Removed mono speaker mode option, convar is clamped anyway
3 Days Ago
Placeholder icons for boat building station, sail, steering wheel.
3 Days Ago
- Fix scientists not reacting to sounds when idle - New reaction time implementation with voice-lines and surprised animation when seen from peripheral range or very far
3 Days Ago
merge from new_menu
3 Days Ago
Fixed resolution dropdown being populated everytime you open the settings menu
3 Days Ago
increase shadow curve range
3 Days Ago
add controls for cloud shadowing amount
3 Days Ago
Remove previous temporay forced global disabling of RendererBatch
3 Days Ago
Merge: from benchmarking_update - Added Biome benchmark - Re-enabled other benchmark scenes - Deleted Terrain and FoliageGrid benchmarks, demo benchmark Tests: benchmark in editor and standalone client
3 Days Ago
demoparent_fix -> main
3 Days Ago
Revert reaction time stuff, too complex to debug and not that intuitive as a player, will try other idea to achieve same result
3 Days Ago
Revert camera man file. Run the fixes through demo shot playback instead, turns out post bone rotation is just saved 'as is' rewlative to the target instead of bone relative.
3 Days Ago
Merge: from main
3 Days Ago
Merge: from item_pooling - Fixes bugs with pooling use - List<Item> leak and use-after-free Item use - Added tests Tests: unit tests + confirmed container corpses no longer leak List<Item> from pool
3 Days Ago
Disabled raycast target on the featured tab scroll gradient