128,315 Commits over 4,201 Days - 1.27cph!

20 Minutes Ago
Swap TerrainConfig to tropical when in deep sea, fixes snowy tropical beaches
22 Minutes Ago
Fixed offset rotation
49 Minutes Ago
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
1 Hour Ago
Merge from slots_optimize
1 Hour Ago
Fix a prefab id
1 Hour Ago
Update caboose versions of slot machine Delete 6 meshes that are no longer needed, about a mb worth
1 Hour Ago
WIP
1 Hour Ago
Compile fix
1 Hour Ago
merge from fix_chat_message_logs -> main
1 Hour Ago
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1 Hour Ago
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)
1 Hour Ago
Try to fix linux compile error again
1 Hour Ago
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1 Hour Ago
MeshCull the black out box
2 Hours Ago
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.
3 Hours Ago
merge from ui_overhead_optims
3 Hours Ago
Fixed chat and sleeping bag clusters texts appearing blurry
3 Hours Ago
Cannon FX restoration. Nested them as standalone prefabs.
3 Hours Ago
merge from ui_overhead_optims
3 Hours Ago
Added hierarchy path for non menu, game or engine UI in printCanvases command. Easier to spot canvases from entities
3 Hours Ago
Fixed F1 tools tab hud toggles not initializing correctly following 133710, causing half of the hud to disappear when opened
3 Hours Ago
Merge from naval_update
3 Hours Ago
A whole marathon of Indirect Instancing changes: - Schedule all jobs at the beginning of LateUpdate() for better worker utilisation. - Further improve scheduling behavior by modeling actual dependencies between jobs using writes_to_* and reads_from_* handles. - Allow instance reordering and command aggregation to run in paralell to give even more flexibility to the scheduler. - Run the debug overlay (where possible) in parallel with the jobs to improve performance - Avoid garbage allocation when scheduling the frustum culling job. (GeometryUtility.CalculateFrustumPlanes) - Schedule all jobs using ScheduleByRef. - Correctly set `[ReadOnly]` and `readonly` for all jobs to help Burst as much as possible. - Make batch size tunable: `indirect_instancing.batches_per_worker` - Add somewhat automatic instrumentation to CrudeProfiler via `using` statements. - Add ProfilerMarker to mimic what Unity 6 is doing with `using` statements. (Still need to verify it this compiles out properly.) - Add more profiler instrumentation. - Rename a ton of things for clarity. - Remove CommandBuffer. We won't need it where we're going.
3 Hours Ago
Slot machine optimisation pass - halved the file size of the prefab, removed all skinned renderers Removed all allocations from client side invokes Don't spawn the payout UI elements until the player is with 15m (when the canvas would enable)
4 Hours Ago
merge from fix_chat_messages_logs -> main
4 Hours Ago
Fix compile error on linux server build
4 Hours Ago
Fix chat messages not being logged to the logfile, only to the server console
4 Hours Ago
merge from main (using main version of all the prefabs changed by a manifest update in naval)
4 Hours Ago
merge from update_manifest_oct_25 -> main
4 Hours Ago
Fixed farm barge NPC opening door too early
5 Hours Ago
Prefab changes after generating manifest
5 Hours Ago
Manifest after updating
5 Hours Ago
Skin manifest
5 Hours Ago
merge from ui_overhead_optimms
5 Hours Ago
Merge from floating_cities
5 Hours Ago
Delete client_modding ophaned prefab to fix GenerateManifest() throwing exception
5 Hours Ago
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6 Hours Ago
Spawns. Splat polish.
6 Hours Ago
Fixed hudcomponent command messing with all these optims, we now toggle gameobjects only and keep the canvases untouched
6 Hours Ago
Crosshair disables its canvas when hidden
6 Hours Ago
floating city 4 latest
Today
Now disable their canvas when invisible: Rock paper scissors Camera overlay Scope overlay Fixed blackout overlays not turning off completely
Today
Spawning progress/backup
main -> unskinned_windmill
scientist_boat_fixes -> naval_update
Up scientist boat count from 12 to 36 (might scale with server pop in the future)
Dont global breadcast deep sea boat spawning - should prevent weird issues... scientists being without the boat?
Today
merge from main
Today
Now disable their canvas when invisible: - Reticle - Player names - Demo recorder saved - Vital notices Removed canvases on farmable animal, sleeping bag name, io entity
Today
merge from fix_workshop_dof -> main