196,380 Commits over 4,110 Days - 1.99cph!

13 Minutes Ago
Optim: avoid allocating compoarison delegate in GrowableGenes.PickWeightedGeneType Tests: unit test
16 Minutes 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
1 Hour Ago
M15 pistol - Updated WIP textures
1 Hour Ago
remove dumb thing
1 Hour Ago
General store layout fixes
1 Hour Ago
fix signed/unsigned mismatch warning
1 Hour Ago
mac fix + line endings
2 Hours Ago
Soft mask setup for play menu
3 Hours Ago
First pass floating walkway stairs. Continued work on second pass floating walkway kit.
3 Hours Ago
Added 4K Cinematic Compass Textures
3 Hours Ago
merge from main
3 Hours Ago
Also fix fps.limitinmenu capping fps when inside the workshop editor
3 Hours Ago
Tweaked the store overlay pages blur
3 Hours Ago
Bootstrap version of Roboto regular font Polished the bootstrap text sizes
3 Hours Ago
New blur to the quit modal
3 Hours Ago
added editor debug command to force refresh foliage grids / decor spawning / lod grids / etc. debug.forcerefreshlods
3 Hours Ago
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
3 Hours Ago
Fixed fps sometimes being capped at 15 instead of 60 in the main menu, when using both fps.limitinbackground 1 and fps.limitinmenu 1
3 Hours Ago
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)
4 Hours Ago
Fix failed merge
4 Hours Ago
Using roboto on: generic popup body, settings tooltips, skin modal description
4 Hours Ago
wind vector can be changed over time
4 Hours Ago
Applied Roboto Regular on store overlay pages
4 Hours Ago
Added Roboto Regular font (non condensed version)
4 Hours Ago
Created and Setup Compass Icon
4 Hours Ago
General store soft mask
4 Hours Ago
Added SoftMask
4 Hours Ago
QA feedback changes for view model camera animations
4 Hours Ago
Volumetric profile
4 Hours Ago
Exposed maskable in MaskableGraphic (backported some newer unity UI stuff we dont have in our UI package, what could go wrong?)
5 Hours Ago
Abyss pack + base pack styling
5 Hours Ago
Refactor contributing health and mass values to BoatBuildingBlock so we can control values for each block type. Some cleanup. Add couple more test saves.
5 Hours Ago
Merge: from main
5 Hours Ago
Added Folding Wicker Bed Prop Setup all Folding Wicker Bed Prefab and Material Varients Imported Folding Wicker Bed Textures, Masks, LODS
5 Hours Ago
merge from new_menu
5 Hours Ago
Removed mono speaker mode option, convar is clamped anyway
5 Hours Ago
Placeholder icons for boat building station, sail, steering wheel.
5 Hours Ago
- Fix scientists not reacting to sounds when idle - New reaction time implementation with voice-lines and surprised animation when seen from peripheral range or very far
5 Hours Ago
merge from new_menu
5 Hours Ago
Fixed resolution dropdown being populated everytime you open the settings menu
5 Hours Ago
increase shadow curve range
5 Hours Ago
add controls for cloud shadowing amount
5 Hours Ago
Remove previous temporay forced global disabling of RendererBatch
6 Hours Ago
Merge: from benchmarking_update - Added Biome benchmark - Re-enabled other benchmark scenes - Deleted Terrain and FoliageGrid benchmarks, demo benchmark Tests: benchmark in editor and standalone client
6 Hours Ago
demoparent_fix -> main
6 Hours Ago
Revert reaction time stuff, too complex to debug and not that intuitive as a player, will try other idea to achieve same result
6 Hours Ago
Revert camera man file. Run the fixes through demo shot playback instead, turns out post bone rotation is just saved 'as is' rewlative to the target instead of bone relative.
6 Hours Ago
Merge: from main
6 Hours Ago
Merge: from item_pooling - Fixes bugs with pooling use - List<Item> leak and use-after-free Item use - Added tests Tests: unit tests + confirmed container corpses no longer leak List<Item> from pool
6 Hours Ago
Disabled raycast target on the featured tab scroll gradient