128,929 Commits over 4,201 Days - 1.28cph!

4 Minutes 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.
13 Minutes Ago
merge from fix_terrain_texturing_alloc -> main
13 Minutes 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
15 Minutes Ago
Clean: fix ShouldSkipServerOcclusSion typo English is hard Tests: editor compiles
20 Minutes Ago
Setup prevent building volume on small engine.
23 Minutes Ago
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22 Minutes 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
27 Minutes 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
41 Minutes Ago
m15 viewmodel fixes - updated rigged file - emissive now working - fixed skinning issues - removed shaking on ADS Idle - Ironsights now perfect
47 Minutes 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
1 Hour Ago
Clean: add a comment explaining the extra OcclusionUpdateLostVisibility Tests: none, trivial change
1 Hour Ago
fall back to isotropic specular impl where anisotropic material has 0 anisotropy
1 Hour 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
1 Hour Ago
Added deepsea_floatingcity3
1 Hour Ago
Play attack animations on the player when attacking (from a turret)
1 Hour Ago
merge from naval_update
1 Hour Ago
merge from naval_update/floating_cities
1 Hour Ago
merge from halloween_25_update made halloween wallpapers limited time offer
1 Hour Ago
merge from oilrig_postvolume_fix
1 Hour Ago
set halloween wallpapers as limited time offer
1 Hour Ago
adjust size of oilrig moonpool postprocess volume so it doesn't transition in so far underneath
1 Hour Ago
Added back landmark info to floating cities 1 2 3 and 4 S2P 1 2 and 3
2 Hours Ago
strong internal hurt triggers in square hull to handle both clipping and player damage
2 Hours Ago
merge from player_hurt
2 Hours Ago
merge from naval_update
2 Hours Ago
Adding flashlight rig to refresh branch
3 Hours Ago
merge from naval_update
3 Hours Ago
Experimental frame synchronisation ConVars
3 Hours Ago
Modernise the PT Boat prefab Remove a bunch of unneeded stuff
3 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
3 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
3 Hours Ago
RPG7 - Adjusted LODs and fixed some issues
3 Hours Ago
merge from skin_bent_normals
3 Hours Ago
assigned missing physics mats on some boat building blocks
3 Hours Ago
merge from fix_deep_sea_portal_far -> naval_update
3 Hours Ago
3 Hours Ago
Fixed yaw issues on ptboat front turret
3 Hours Ago
Try to keep the deep sea portal 600m from the edge of the map so it leaves space for oil rigs rather than being 1.5km+ from shore - still clamp to maximum distance of 4km from center of map
4 Hours Ago
Fix craftable/workbench labels sometimes getting set incorrectly in ItemDefinition DoPrepare, introduced in 123697
4 Hours Ago
initialize deep sea shore vectors properly when loading cached shore vectors (editor-only issue)
4 Hours Ago
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4 Hours Ago
4 Hours Ago
floating_city_4 a few more bugs fixed
4 Hours Ago
floating_city_4 bug fixes
4 Hours Ago
Replaced mailbox placeholder description on sail , added sail token
4 Hours Ago
merge from workshop_max_texture_res -> main
4 Hours Ago
Only show the finish editing option if we're looking at the station, not the netting.
4 Hours Ago
Revert yaw clamp on cannons
5 Hours Ago
Fix typo, add shortname to material information
5 Hours Ago
Resize boat building station netting area to support max size boats of 10x5. Reposition colliders, volumes, buoys.