128,398 Commits over 4,201 Days - 1.27cph!

9 Minutes Ago
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25 Minutes Ago
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52 Minutes Ago
RPG7 - Texture update
53 Minutes Ago
Finalized spawns.
1 Hour Ago
walkway roof tarp collider fixes
1 Hour Ago
Casino converted paddling pool into a non-entity static object Static variants of broken down chippy arcade to reduce the number of entities in the scene Fixed bar merchant
1 Hour Ago
edited naval large sails anims
1 Hour Ago
undid change in file I don't remember touching (harmless)
2 Hours Ago
updated naval anchor animations
3 Hours Ago
allocation_reductions -> main
3 Hours Ago
code gen
3 Hours Ago
allocation_reductions -> main
3 Hours 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
3 Hours Ago
Preset list capacity on active renderer effects (stops list reallocations at runtime)
3 Hours 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
3 Hours Ago
Merge from boat_building
3 Hours Ago
Changed the order of steering wheel dismount positions so the nearest one is attempted first
4 Hours Ago
merge from small_engine_reverse
4 Hours Ago
menu options split between foward/reverse gear toggle - also fixed on/off options using the same string token by mistake
4 Hours 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 Hours Ago
switched stair zipline platforms for flat platform ones
4 Hours Ago
exported updated 3p rpg skin anims
4 Hours Ago
Remove some dead code
4 Hours Ago
Fix DLSS breaking with GetTemporary. Pass a texture descriptor struct to ask for a random write texture.
4 Hours Ago
Quick cleanup after merge issue
4 Hours Ago
Small engine anim code/setup
4 Hours Ago
merge from small_engine_reverse
4 Hours Ago
Added a TimeWarning for the recalculation of UV distribution metrics when batching
4 Hours Ago
invert rudder control when reversing so it doesn't cancel out
4 Hours 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 Hours 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
5 Hours Ago
Only requesting mipmap level change to items added to hotbar and clearing it for items removed from hotbar after 1 second
5 Hours Ago
missing manifest update for smallengine fuel storage (caused it not to be saved/loaded)
5 Hours 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
5 Hours Ago
Save 40 bytes a frame in UIChat. 'FindWith' was allocating a lambda, replace with a simple loop
5 Hours Ago
Stop HurtOverlay allocating 36 bytes a frame. Was boxing a float into Mathf.Max() with a single value?
5 Hours Ago
oil rig foot b lods and collision
6 Hours Ago
unskinned_windmill -> main
6 Hours Ago
More lod adjustments
6 Hours Ago
LOD improvements (match sail and vain)
- 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
Today
Boat door colliders: convex solution that has a hole for glass collider to work
Today
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Today
Small engine prefab update
Today
more precise colliders for modular boat low walls
Today
Halloween_25_Update -> main
Today
Setting the requested mimap levels on all hotbar items
Today
Merge from small_engine
Today
Allow all door types on player boats
Today
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