196,397 Commits over 4,110 Days - 1.99cph!

Yesterday
Resource dispensers respect max stack size
Yesterday
merge from new_menu
Yesterday
Bring back modding category to server browser Add wipe schedule filters back
Yesterday
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.
Yesterday
Remove leftover debug print
Yesterday
Merge from trimmed_asset_warmup
Yesterday
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()
Yesterday
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
Yesterday
Enabled R/W on a few collision meshes that need it
Yesterday
Set isDynamic on all block RendererLODs, fixing visual issue after loading.
Yesterday
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Yesterday
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Yesterday
Featured tab items ordering
Yesterday
Mass/health block tweaks
Yesterday
BBS duplicate name fix. Sails revert to closed on save load.l
Yesterday
merge from new_menu
Yesterday
Featured tab now spawns stuff
Yesterday
Optim: avoid allocating compoarison delegate in GrowableGenes.PickWeightedGeneType Tests: unit test
Yesterday
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
Yesterday
M15 pistol - Updated WIP textures
Yesterday
remove dumb thing
Yesterday
General store layout fixes
Yesterday
fix signed/unsigned mismatch warning
Yesterday
mac fix + line endings
Yesterday
Soft mask setup for play menu
Yesterday
First pass floating walkway stairs. Continued work on second pass floating walkway kit.
Yesterday
Added 4K Cinematic Compass Textures
Yesterday
merge from main
Yesterday
Also fix fps.limitinmenu capping fps when inside the workshop editor
Yesterday
Tweaked the store overlay pages blur
Yesterday
Bootstrap version of Roboto regular font Polished the bootstrap text sizes
Yesterday
New blur to the quit modal
Yesterday
added editor debug command to force refresh foliage grids / decor spawning / lod grids / etc. debug.forcerefreshlods
Yesterday
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
Yesterday
Fixed fps sometimes being capped at 15 instead of 60 in the main menu, when using both fps.limitinbackground 1 and fps.limitinmenu 1
Yesterday
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)
Yesterday
Fix failed merge
Yesterday
Using roboto on: generic popup body, settings tooltips, skin modal description
Yesterday
wind vector can be changed over time
Yesterday
Applied Roboto Regular on store overlay pages
Yesterday
Added Roboto Regular font (non condensed version)
Yesterday
Created and Setup Compass Icon
Yesterday
General store soft mask
Yesterday
Added SoftMask
Yesterday
QA feedback changes for view model camera animations
Yesterday
Volumetric profile
Yesterday
Exposed maskable in MaskableGraphic (backported some newer unity UI stuff we dont have in our UI package, what could go wrong?)
Yesterday
Abyss pack + base pack styling
Yesterday
Refactor contributing health and mass values to BoatBuildingBlock so we can control values for each block type. Some cleanup. Add couple more test saves.
Yesterday
Merge: from main