131,262 Commits over 4,232 Days - 1.29cph!

Just Now
powerplant update
4 Minutes Ago
merge from powerplant_dropzone
4 Minutes Ago
airfield, excavator, launch site, military tunnels, nuclear missile silo, powerplant, trainyard and water treatment plant now playable from the scene - few misc errors need cleaning up, terrain components largely out of date across scenes - continue to use monument island for procgen like experience
7 Minutes Ago
Loadouts tab styling
42 Minutes Ago
drop zone moved, prevents hackable dropping on lighting
1 Hour Ago
merge from fillwater_improvements
1 Hour Ago
merge from helicopter_flare_balance_pass
1 Hour Ago
merge from harbor_swingbridge_parent_fix
1 Hour Ago
merge from m15_3p_emmisive_fix
1 Hour Ago
merge from tactical_gloves_skinnable - tac gloves now skinnable
1 Hour Ago
merge from rivals
4 Hours Ago
Culling.env is no longer admin only Added culling.skinnedRenderers, controls the player/animals culling system Both culling.env and culling.skinnedRenderers require culling.toggle to be active, turning this convar off will turn both related convars off
5 Hours Ago
Merge from food_qol
5 Hours Ago
Fixed items held in sub inventories (backpcks, fishing rods) not calculating biome temperature correctly
6 Hours Ago
Merge from main
Today
Don't allow the deep sea terrain config to load if the player is in the tutorial
Today
Merge from parent
Today
Cherry pick 136869 to expose bake heightmap shortcut, useful outside of hackweeks
Today
Fixed missing ghost ship map marker
Today
Merge from fog_multithread_fix
Today
Move test scene
Today
Today
Compile fix
Today
FIxed deep sea fog of war being filed with mismatching part ids on the server, preventing it form loading on the client after reconnecting
Today
Expose shortcut Terrain/Bake Heightmap in shortcuts window
Today
Today
Splatting
Today
Saving/loading
Today
Setup a paint save testing scene to finally get to the bottom of the multithread fog of war issues
Today
Fix "ShouldBeRunning()" getting inverted during refactor
Today
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
Today
Strip PropRenderer from spawned objects Can't use PrefabAttribute due to assembly limitations so came up with a simpler approach Probably not worth it, a memory sample from a large base showed only 0.7mb of these components (across 1885 of them though) Would still need some bespoke handling for HideDuringRender usages, likely via a new component
Today
Add convars to control pool refilling - refill_max_concurrency (default max 5 jobs queued) - refill_mode (0 = off, 1 = main thread, 2 = InstantiateAsync) - refill_immutable_optimization (assumes source prefab isn't being modified) - refill_max_per_job (max number of prefabs submitted per job (default 30) Better detection when no work is being done and avoiding burning the budget Target refilling each pool to 50% to avoid constantly deleting extra prefabs if the pool is always full - hardcoded for now Simplify main thread refilling, don't worry about overshooting budget since it can be set small and we want to move to async which doesn't risk overshooting
Today
Forgot to commit changes from yesterday, added a score HUD
Today
Added advanced input option to set mannequin pose using binary inputs, added helper calculator for converting pose to binary
Today
Add back parent parameter in InstantiateAsync() since it actually works in Unity 6
Entered commands always generate a new timestamp
Put console command input box at the very bottom of the window
- Fixed dodgy scaling on the displayed entries - More flex fixes throughout - Command box clears after running a command
- Clear now works - Save correct date/time format when copying to clipboard - Trim <colour> tags when copying to clipboard
Today
Port CS:GO's TexturePacker and FontTextureCache * Fixes a weird font corruption issue Fixed multibone static props flashing across the map randomly Limit physics rescaling to prop_physics and sent_anim Fixed `props_phx\trains\tracks\track_switch2.mdl` (Community Contrib)
Today
Fixed multibone static props flashing across the map randomly Limit physics rescaling to prop_physics and sent_anim Fixed `props_phx\trains\tracks\track_switch2.mdl` (Community Contrib)
Today
Console null check, removed unused vars
Developer tools tab init fix Console UI NRE fix
Today
Pressing enter with the item tab open focus on the search bar Updated search bar styling
Today
merge from unity_6.0.58 -> hackweek_pool_refill/unity_6
Fixed a bunch of console order of execution errors now that we do init in a different place
- Applied Flaviens shelf to fix messed up console init - Ensured instance is set - Merge conflicts
Today
Pressing tab with F1 menu open cycle through all the tabs
Added HasConsoleInput()