196,396 Commits over 4,110 Days - 1.99cph!

1 Hour Ago
merge from new_menu
1 Hour Ago
Bring back modding category to server browser Add wipe schedule filters back
1 Hour Ago
Don't auto-enter BBS edit mode when loading from a save so any boat left in the work area isn't confusingly converted to editable.
1 Hour Ago
Remove leftover debug print
1 Hour Ago
Merge from trimmed_asset_warmup
1 Hour Ago
Indirect instancing fixes: - Supported shaders are no longer determined at runtime, instead a list is supplied to the component on the main camera prefab. This fixes issues where instanceable objects would end up in the non-instanceable fallback renderer. - Add operations are no longer queued in order to return success/failure states immediately back to the caller. - Remove operations are now queued without relying on managed references, fixing various use-after-destroy issues. - Broadened the use of the InstanceCreationInfo struct to avoid fealing with so many function parameters. - Improved logging when instances can't be added (1) at all or (2) only in the non-instanced fallback renderer. - Fixed exceptions resulting from calling RecalculateUVDistributionMetric() after UploadMeshData()
2 Hours Ago
Cleanups from x86-64 Remove probably unused linux libraries related to Steam Cleaning up VPC build scripts Draw console notify text above all other panels
2 Hours Ago
Enabled R/W on a few collision meshes that need it
2 Hours Ago
Set isDynamic on all block RendererLODs, fixing visual issue after loading.
2 Hours Ago
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3 Hours Ago
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3 Hours Ago
Featured tab items ordering
3 Hours Ago
Mass/health block tweaks
3 Hours Ago
BBS duplicate name fix. Sails revert to closed on save load.l
3 Hours Ago
merge from new_menu
3 Hours Ago
Featured tab now spawns stuff
4 Hours Ago
Optim: avoid allocating compoarison delegate in GrowableGenes.PickWeightedGeneType Tests: unit test
4 Hours 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
5 Hours Ago
M15 pistol - Updated WIP textures
5 Hours Ago
remove dumb thing
5 Hours Ago
General store layout fixes
5 Hours Ago
fix signed/unsigned mismatch warning
5 Hours Ago
mac fix + line endings
6 Hours Ago
Soft mask setup for play menu
Today
First pass floating walkway stairs. Continued work on second pass floating walkway kit.
Today
Added 4K Cinematic Compass Textures
Today
merge from main
Today
Also fix fps.limitinmenu capping fps when inside the workshop editor
Today
Tweaked the store overlay pages blur
Today
Bootstrap version of Roboto regular font Polished the bootstrap text sizes
New blur to the quit modal
Today
added editor debug command to force refresh foliage grids / decor spawning / lod grids / etc. debug.forcerefreshlods
Today
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
Today
Fixed fps sometimes being capped at 15 instead of 60 in the main menu, when using both fps.limitinbackground 1 and fps.limitinmenu 1
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)
Today
Fix failed merge
Today
Using roboto on: generic popup body, settings tooltips, skin modal description
Today
wind vector can be changed over time
Today
Applied Roboto Regular on store overlay pages
Today
Added Roboto Regular font (non condensed version)
Today
Created and Setup Compass Icon
Today
General store soft mask
Today
Added SoftMask
Today
QA feedback changes for view model camera animations
Today
Volumetric profile
Today
Exposed maskable in MaskableGraphic (backported some newer unity UI stuff we dont have in our UI package, what could go wrong?)
Today
Abyss pack + base pack styling
Today
Refactor contributing health and mass values to BoatBuildingBlock so we can control values for each block type. Some cleanup. Add couple more test saves.
Today
Merge: from main
Today
Added Folding Wicker Bed Prop Setup all Folding Wicker Bed Prefab and Material Varients Imported Folding Wicker Bed Textures, Masks, LODS