133,865 Commits over 4,262 Days - 1.31cph!

Just Now
Batched Buoyancy is now functional, but still missing some code and needs more optimization: - Move buoyancy data into persistent arrays and reuse them. - Add convar for switching between batched/old buoyancy. - Add 3D positions for water info step. - Add Ocean Simulation.GetHeights span overloads for interop with native arrays. (they still need a XZ3D step, otherwise we'd use the native arrays directly - TODO later.) - Add GetBuoyancyWaterInfoBatched. (wip, missing entity fast paths for inside terrain/above water) - Shim Ocean simulation into WaterSystem.GetHeightArray_Native, it's already batched, works for now.
28 Minutes Ago
Add BlockPlayerBoatWood protection properties so we can change protections without affecting regular wood block grade. Assign to wood_boat_hull, wood_boat and PlayerBoat properties. No actual changes in protection properties yet.
45 Minutes Ago
Debug log damage scale too
50 Minutes Ago
creating paintball gun 3p anims
55 Minutes Ago
Damage test save with boats and cannons. Debug logging.
57 Minutes Ago
npc_vendor_accessible_fix -> main
60 Minutes Ago
Remove for the travelling vendor
1 Hour Ago
Fixed drone accessibility not showing up for NPC vendors. Had to adjust all NPC Vending Machine prefabs and S2P the following: - Stables - Fishing Villages - Bandit - Outpost
1 Hour Ago
merge from main
1 Hour Ago
Fixed GetPortalLerp NRE when reconnecting in the deepsea portal
1 Hour Ago
Kill deep sea if water system is null
1 Hour Ago
player_head_stuck_fix_2 -> main
1 Hour Ago
Second attempt at trying to fix the players head getting stuck down. Its due to the look direction coming in as negative in rare occasions and then freezing the ik - try and get away with clamping
1 Hour Ago
merge from lastplayed_sorting_fix
1 Hour Ago
Fix sorting by "last played" not working correctly in the server browser
1 Hour Ago
merge from naval_update
1 Hour Ago
Fixed gingerbread softside ceiling wallpaper always showing the default skin
1 Hour Ago
merge from gingerbread_wallpaper_fix
1 Hour Ago
windturbine_lod_fix -> main
2 Hours Ago
Fixed Windturbine having a super low LOD range Rebalanced to let us see wind turbines further (taking advantage of now batching)
3 Hours Ago
missed some bolts
3 Hours Ago
mountplayersync_ai_bypass -> main (yolo)
3 Hours Ago
mountplayersync_ai_bypass -> main
3 Hours Ago
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3 Hours Ago
hot_reload_1.13.13 -> main
3 Hours Ago
Update HotReload to 1.13.13
4 Hours Ago
Use Kill instead of Destroy when destroying the deep sea manager if deepsea.enabled is false
4 Hours Ago
Paintball Gun - split viewmodel weapon and ammo meshes
4 Hours Ago
Formatting
4 Hours Ago
Removed the deep sea top collider, so supply drop cant get stuck
4 Hours Ago
merge from naval_update
4 Hours Ago
set up paintball gun 3p and w model anims
4 Hours Ago
Also show the current health in boat building UI to make it more obvious if you need to repair
4 Hours Ago
Paintball Gun - viewmodel texture update
4 Hours Ago
network_profiler_improvements -> main
4 Hours Ago
Display in/out simple bytes in MB
4 Hours Ago
Reduce SailPositionInfluence
4 Hours Ago
merge from naval_update
4 Hours Ago
merge from naval_update/deep_sea
4 Hours Ago
LOD0 of scrap component box
4 Hours Ago
merge from naval_update/deep_sea/islandspawning_fixes
5 Hours Ago
Today
Enable Indirect Instancing by default
Today
Profiling
Today
No longer restrict Indirect Instancing (`indirect_instancing.enabled`) to developer accounts. I'm looking at you, staging players. 👀
Today
Parse the conveyor's filters into item/blueprint/category dictionaries for faster lookups Takes 800 filter checks from 1.4ms to 0.12ms
Today
Allow Indirect Instancing to be toggled in-game any time (Also correctly applies config value when in editor now)
Today
Disable pipe shadows at 25% of the cull distance Cuts out a lot of shadow casters on big industrial bases
Today
Fixed some allocations
Today
Big scary industrial conveyor refactor Main goal here is to try and reduce how many loops are inside loops, as this scales poorly with large item containers (every slot from every input container is iterating over every slot on every output container) Do a single prepass over all of the input items and run them through the conveyor filters, resulting in a single list of items that we can process, then attempt to move them to the output containers Improved GetTotalItemAmount as this was a major time sink when using filters with min/max amounts. Now iterates over the items directly rather than using GetSlots (which triggers another full loop over the container for every slot) Added an IEqualityComparer to ItemDefinition that just compares itemid, should speed things up when comparing ItemDefinitions