128,944 Commits over 4,201 Days - 1.28cph!

13 Minutes Ago
merge from main -> naval_update
15 Minutes Ago
merge from fix_tree_impostors -> naval_update
19 Minutes Ago
Dynamically load all gestures from `GestureCollection.Instance.AllGestures` and use their sprite for the button. Halved the looping time of looping gestures to 2.5f seconds. All gestures are working but the sprites can be improved
33 Minutes Ago
Add helper property for "Is the local player in the deep sea"
34 Minutes Ago
Split impostor batches based on if their positions are inside the deep sea or not Only render deep sea batches when client is in the deep sea and vise versa for main island
47 Minutes Ago
Fix compile error
50 Minutes Ago
Remove the interaction timers from anchors to match the recent removal of timers from other items.
53 Minutes Ago
Cherrypick 134447 (fix steam being accessed too soon in client analytics)
57 Minutes Ago
Update: add extra TODO for UseOcclusionV2 Tests: none, trivial change
58 Minutes Ago
merge from fix_steam_init_analytics -> naval_update
58 Minutes Ago
Fix steam analytics occasionally throwing errors due to trying to get the steam ID for analytics before steam has been initialized in the editor
1 Hour Ago
Update: UseOcclusionV2 - propagate networkTime to OcclusionGetRecentlySeen Should be a smidge faster, but it's primarily to enable threading if we go that way. Also saves on profiler inhibiting the call (need to exclude it on the profiler side) Tests: none, trivial change
1 Hour Ago
Added translation strings for boat validation enum so we can show nicer toast error messages.
1 Hour Ago
Clean: restructure UseOcclusionV2 code to make profiling easier Tests: compiles in editor
1 Hour Ago
Set selection scrollview content to use preferred size to prevent being able to scroll beyond elements
1 Hour Ago
Cherrypick 133467 "Editor tool to find and remove incorrect / leftover entity tags" My previous commit makes it so entities get their labels cleaned and applied correctly on every manifest run, but it doesn't clear the tags off entities that became non-entities at some point. For that (less common) case this manual tool that I made before can be used.
1 Hour Ago
merge from fix_terrain_texturing_alloc -> main
1 Hour Ago
Switch TerrainTexturing from managed array Color[] to NativeArray<Color> and use the temp allocator - reduces heap watermark being pushed up while loading map, though watermark is pushed higher by other parts of client loading still
1 Hour Ago
Clean: fix ShouldSkipServerOcclusSion typo English is hard Tests: editor compiles
1 Hour Ago
Setup prevent building volume on small engine.
1 Hour Ago
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1 Hour Ago
Optim: UseOcclusionV2 - OcclusionFrameCache uses NetIDs instead of BasePlayer pairs This avoids ObjectEqualityComparer which has overhead because of unity-null checks Tests: none, trivial change
1 Hour Ago
Optim: UseOcclusionV2 - reduce lastPlayerVisibility hash lookups Should help OcclusionGatherLostPairsToSend internal loop to stay hot. Also gets rid of small funcs that are inhibited by profiler Tests: ran in and out of occlusion
2 Hours Ago
m15 viewmodel fixes - updated rigged file - emissive now working - fixed skinning issues - removed shaking on ADS Idle - Ironsights now perfect
2 Hours Ago
Rewrite how entity labels are applied in BaseNetworkable DoPrepare, now also removes old incorrect entity labels. -> FIxes ~460 entity prefabs with wrong labels that no longer apply
3 Hours Ago
Clean: add a comment explaining the extra OcclusionUpdateLostVisibility Tests: none, trivial change
3 Hours Ago
fall back to isotropic specular impl where anisotropic material has 0 anisotropy
3 Hours Ago
Optim: UseOcclusionV2 - invert how we process occludees - instead of checking if we need to send player to occludees, we process occludees against player This caused us to miss sleepers previously, which we corrected with extra checks by reversing pairs(and potentially generating more netowrk messages). But we don't need to do all of that extra work if we do it in the right order. Hoping this cuts downstream queue 2x. Tests: 2p on craggy - checked occlusion works, going invis works, spectating works, sleepers replicate
3 Hours Ago
Added deepsea_floatingcity3
3 Hours Ago
Play attack animations on the player when attacking (from a turret)
3 Hours Ago
merge from naval_update
3 Hours Ago
merge from naval_update/floating_cities
3 Hours Ago
merge from halloween_25_update made halloween wallpapers limited time offer
3 Hours Ago
merge from oilrig_postvolume_fix
3 Hours Ago
set halloween wallpapers as limited time offer
3 Hours Ago
adjust size of oilrig moonpool postprocess volume so it doesn't transition in so far underneath
3 Hours Ago
Added back landmark info to floating cities 1 2 3 and 4 S2P 1 2 and 3
4 Hours Ago
strong internal hurt triggers in square hull to handle both clipping and player damage
4 Hours Ago
merge from player_hurt
4 Hours Ago
merge from naval_update
4 Hours Ago
Adding flashlight rig to refresh branch
4 Hours Ago
merge from naval_update
4 Hours Ago
Experimental frame synchronisation ConVars
4 Hours Ago
Modernise the PT Boat prefab Remove a bunch of unneeded stuff
4 Hours Ago
Clean: introduce BasePlayer.UseOcclusionV2 use it as a switch instead of UsePlayerTasks (works same way) Makes it easier to track what's related to what Tests: editor compiles
4 Hours Ago
Optim: ServerOcclusion - use network IDs instead of BasePlayer for dictionary key Helps avoid unity-null check overhead when looking up recently seen players Tests: 2p session on craggy - disconnected as second and killed sleeper
4 Hours Ago
RPG7 - Adjusted LODs and fixed some issues
5 Hours Ago
merge from skin_bent_normals
5 Hours Ago
assigned missing physics mats on some boat building blocks
5 Hours Ago
merge from fix_deep_sea_portal_far -> naval_update