128,347 Commits over 4,201 Days - 1.27cph!

38 Minutes Ago
MeshTerrainRoot should now auto update terrain size field (needed for terrain map sampling), and update island prefabs with terrain size field.
47 Minutes Ago
Fix TerrainMeta NRE
49 Minutes Ago
Removed TerrainCollisionTrigger scripts from dynamically placed halloween/xmas mine tunnels - not needed and not intended to be used for dynamic objects
50 Minutes Ago
Updating small engine LODs
53 Minutes Ago
Check for closest island in increments instead of every frame, also profiler sample fix.
54 Minutes Ago
Merge: from main
1 Hour Ago
Merge from boat_building
1 Hour Ago
PT boat wall adjust
1 Hour Ago
small engine lods and collision updates
1 Hour Ago
Added methods to the texture streaming class for changing and clearing the requested mipmap level
1 Hour Ago
Storage room environment volumes on ghost ships is now brighter
1 Hour Ago
Raised scattered paper meshes to eliminate zfight on them
2 Hours Ago
Removed flickering glass decals from ghost_ships
2 Hours Ago
Fixed shifting cover prefab on ghost_ship_b
2 Hours Ago
nets ladder volume placement polish
2 Hours Ago
SmallEngine fuel compile fixes
2 Hours Ago
Fixed incorrect materials on LOD1/2 of ghost ship C
2 Hours Ago
Fixed one of the mast ladders no working and rail blocking Fixed ship_trawler_c back gate not allowing enough clearance Added ladder volumes to most hanging nets that look like they could be used to climb/board the ship
2 Hours Ago
Boat building station anims
3 Hours Ago
Merge from parent
3 Hours Ago
fixed blockers around FC2
4 Hours Ago
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4 Hours Ago
merge from naval update
4 Hours Ago
FoliageGrid renders on closest island and resets when island changes. Handle cases of terrain being rotated when sampling terrain maps by extracting 2D worldToLocalMatrix.
Today
Merge from chippy_optimize
Today
Don't render chippy arcade machine if player isn't in front of the machine (lol) Don't render chippy arcade machine if player is mounted to another arcade machine Don't render if the chippy game is on the main menu and we've already rendered a frame (since nothing is going to change) Disable canvas of chippy arcade machine if player isn't in range for the canvas to have anything on it Replace LOD1+2 of arcade machine with non skinned meshes, allows them to be batched Replaced some GetComponents on the server with casts since we already have access to the entity, should be a mild server side saving Gains about 30fps when standing infront of a group of 60 arcade machines
Today
merge from main -> qol_dump_improvments
Today
merge from fix_blueprint_itemid -> main
Today
Update manifest
Today
Revert advanced BP fragment to old item id and apply FreezeItemid label
Today
Prevent ItemDefinition from recaulating it's ItemId if the asset has the `FreezeItemId` label - exposing as label instead of bool so people don't actively use this hack
Today
Number of improvements to the dump command - TLDR sometimes the scene files were correct, sometimes the overall information was correct, now scenes & overall information should be correct - create a dump for the "DontDestroyOnLoad" scene (it's not really a scene but contains all our PrefabWarmup components) - for certain dump text files, create separate files for active vs inactive objects - fix only dumping the active roots and not all roots, active & inactive
Today
Swap TerrainConfig to tropical when in deep sea, fixes snowy tropical beaches
Fixed offset rotation
Swapped windmills from skinned mesh renderers to regular mesh renderers. With 50 windmills (high end, all around the same lod): - saving .15 on UpdateAllSkinnedMeshes - saving ,15 on MeshSkinning.Update - Saving .12 on Animators.Update - Saving .10 on DirectionUpdateAnimationBegin/End - saving 0.07 on camera rendering
Today
Merge from slots_optimize
Today
Fix a prefab id
Today
Update caboose versions of slot machine Delete 6 meshes that are no longer needed, about a mb worth
WIP
Today
Compile fix
Today
merge from fix_chat_message_logs -> main
Today
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Today
Make the slot machine and storage entity poolable, entering range of a slot machine that has already been pooled now takes 0.13ms and allocates 384b (was over 2ms)
Today
Try to fix linux compile error again
Today
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Today
MeshCull the black out box
Today
Keep aim dir on cannons local whenever they're parented(to a boat), change all of the writes to aim dir to assume the same.
Today
merge from ui_overhead_optims
Today
Fixed chat and sleeping bag clusters texts appearing blurry
Today
Cannon FX restoration. Nested them as standalone prefabs.