128,384 Commits over 4,201 Days - 1.27cph!

6 Minutes Ago
Stop UI_Hero_Infobox keeping running its update method for no reason when the menu is hidden. Restore the update loop when menu is open again. Saves 40 bytes a frame
14 Minutes Ago
Merge from boat_building
15 Minutes Ago
Changed the order of steering wheel dismount positions so the nearest one is attempted first
18 Minutes Ago
merge from small_engine_reverse
19 Minutes Ago
menu options split between foward/reverse gear toggle - also fixed on/off options using the same string token by mistake
27 Minutes Ago
Stop PostProcessingLayer stealing a whole 1 KB/s This was due to profiling using a formatted string, a very minor mistake that we paid in allocations on every client. - Profiling was using a formatted string in a hot loop - Hide this behind convar: graphics.detailed_postprocessing_profiling
45 Minutes Ago
switched stair zipline platforms for flat platform ones
45 Minutes Ago
exported updated 3p rpg skin anims
49 Minutes Ago
Remove some dead code
56 Minutes Ago
Fix DLSS breaking with GetTemporary. Pass a texture descriptor struct to ask for a random write texture.
1 Hour Ago
Quick cleanup after merge issue
1 Hour Ago
Small engine anim code/setup
1 Hour Ago
merge from small_engine_reverse
1 Hour Ago
Added a TimeWarning for the recalculation of UV distribution metrics when batching
1 Hour Ago
invert rudder control when reversing so it doesn't cancel out
1 Hour Ago
Dont allocate new RenderTextures every frame in PsotProcessLayer.RenderScale() Lets use RenderTexture.GetTemporary instead Savings in render loop (roughly): - AsyncTextureLoad.Texture (.4 ms) - Texture2D.LoadRawTextureData (.1 ms)
1 Hour Ago
Gave SmallEngine a reverse option, provides half the force backwards - TurnOn/TurnOff interactions are instant now and on the radial menu rather than holding
1 Hour Ago
Only requesting mipmap level change to items added to hotbar and clearing it for items removed from hotbar after 1 second
1 Hour Ago
missing manifest update for smallengine fuel storage (caused it not to be saved/loaded)
1 Hour Ago
Initial sqlite save/load for relationship manager - For now only save/load last team index to db, ensures in the event of a relationship manager rollback we will never have duplicate team ids - Remove dead RelationshipManager-Bags code
1 Hour Ago
Save 40 bytes a frame in UIChat. 'FindWith' was allocating a lambda, replace with a simple loop
1 Hour Ago
Stop HurtOverlay allocating 36 bytes a frame. Was boxing a float into Mathf.Max() with a single value?
2 Hours Ago
oil rig foot b lods and collision
2 Hours Ago
unskinned_windmill -> main
2 Hours Ago
More lod adjustments
3 Hours Ago
LOD improvements (match sail and vain)
3 Hours Ago
- Changes to how conversation data is saved from the dialogue editor graph - Fix oil rig mission item shortname - Dialogue options populated through a mission list node now display a mission icon next to the dialogue choice, indicating the option is a mission name. Added flex elements to dialogue option UI to support this - Fixed issue where displayed dialogue option number could be wrong when displaying a mission list node - Can now talk to NPC's whilst using noclip
3 Hours Ago
Boat door colliders: convex solution that has a hole for glass collider to work
4 Hours Ago
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4 Hours Ago
Small engine prefab update
4 Hours Ago
more precise colliders for modular boat low walls
4 Hours Ago
Halloween_25_Update -> main
4 Hours Ago
Setting the requested mimap levels on all hotbar items
4 Hours Ago
Merge from small_engine
4 Hours Ago
Allow all door types on player boats
4 Hours Ago
Bugfix: reduce error false-positives by ensuring bot IDs never overlap - Permit random overlap once we exhaust MaxBotIdRange ids (which is old behavior) but emit an error Because we always picked a random bot ID, it was possible that there'd be an overlap and it could confuse dependent systems (like my logging for the NRE). Hoping this reduces false-positive error logging. Tests: in editor spawned a couple players and killed them, then monitored the ID queue with debugger
4 Hours Ago
boatbuilding platform anim updates
5 Hours Ago
MeshTerrainRoot should now auto update terrain size field (needed for terrain map sampling), and update island prefabs with terrain size field.
5 Hours Ago
Fix TerrainMeta NRE
5 Hours Ago
Removed TerrainCollisionTrigger scripts from dynamically placed halloween/xmas mine tunnels - not needed and not intended to be used for dynamic objects
5 Hours Ago
Updating small engine LODs
5 Hours Ago
Check for closest island in increments instead of every frame, also profiler sample fix.
5 Hours Ago
Merge: from main
5 Hours Ago
Merge from boat_building
5 Hours Ago
PT boat wall adjust
6 Hours Ago
small engine lods and collision updates
6 Hours Ago
Added methods to the texture streaming class for changing and clearing the requested mipmap level
6 Hours Ago
Storage room environment volumes on ghost ships is now brighter
6 Hours Ago
Raised scattered paper meshes to eliminate zfight on them
Today
Removed flickering glass decals from ghost_ships