195,595 Commits over 4,110 Days - 1.98cph!
Use deferred reading mode
Brings weaving time down to 2.15~ on average
More creation calculations
Abyss Containers - Tweaked item, prefab, added icon, corpse, gibs and sounds
Fixed feature skin cart button
Flex grid is now a real grid, can support elements with higher Y size
Merged some grids in the limited and general store tab
Limited store can now have a featured item (picked randomly for now)
- Fix scientist being stuck in search state (they were selecting the same search spot over and over again)
- Fix scientist searching silly spots after losing sight of the player instead of in a sensible direction
Improve SyncVar Weaver speed from 2.5~ to 2.2~ seconds
Only include precompiled assembly paths
Don't include the whole managed folder, just take Managed/UnityEngine and Managed/UnityEditor as depdency lists
Update: move some of the validate logic back to DEV_BUILD only
These routines do sanity checks, and for the last couple days of testing they haven't picked up anything.
Tests: on Craggy in editor with UsePlayerUpdateJobs 1
Clean: remove recently-added debugging logic
Tests: none, trivial change
Bugfix: safeguard against NRE induced kicked players in UsePlayerUpdateJobs
- Added a couple warning comments
If kick happens in the middle of player update loop, it would invalidate one of cached indexes and access a null.
Tests: forced a disconnect mid processing, no NRE caught
Prevent slow-motion gibs for large structures destroyed in shallow water
Previously, when a large object was destroyed in shallow water, we treated the entire object as submerged and set the gibs move in slow motion (simulating underwater behaviour).
Now we sample a point higher up on the object to properly detect shallow water and skip underwater effects for gibs in that case.
Fixed wire slack up and down binds in the options menu
Wire slack up and down binds added to keys_default
Merge from building_interaction
Added BuildingBlock interactable check functions/calls.
Override for boat blocks, only allowing building related interactions when the boat is editable.
vmcamera updates based on feedback
Chippy arcade machine now shows health info
trawler ship props progress
tweaked storage adaptor positions slightly to avoid collision
String light emission toggle when powered
Testing whether the debug build of the DLSS plugin DLL acts differently to the release version
Set instancing convar to editor only, remove hardcode instancing on in tutorial island
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Removing obsolete materials, fixing repetition on plastic float cubes, enabling GPU instancing on materials
Temporarily disable friendly fire on scientists until we improve shooting logic
- Fix oilrig being considered in water by scientists
- Allow reacting to noises not necessarily coming from the current target when investigating
- Prevent pathfinding spam if hearing lots of noises eg AK full auto (could have caused perf spike)
- Fix enemy being marked as visible when just heard or when hit by a bullet
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Due to the way different languages work I'm unable to just insert the terminology into the phrase, would require full duplicate phrases of every new respawn type. Unsustainable, so replacing all instances of 'bed' with 'spawn point' in every instance.
Improve spawn point notifications to use correct terminology and refer to the correct bag type.
Previously all messages referred to “bags” (e.g. “assigned a bag” or “You are now at X/Y bags”), even when the player was using a bed, towel, or camper seat.
Now:
• Limit reached and limit update messages use “spawn points” instead of “bags”
• The “assigned” toast now inserts the actual respawn type (bag, bed, towel, or camper seat) rather than always saying “bag”
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updated spoiled produce model to include mesh backface to prevent any exploits.
updated material
updated prefab to use LODGroup instead of MeshLOD so model outline script is compatible/working
Ensure canvas groups aren't interactable when window is closed
Fixed description text overflowing box
Scroll fade on description box
Header image and description properly parsed by header modal
Description scroll box
Padding and cleanup
Increased server information box
fixed spoiled produce.mat not correctly setting rendering mode to Cutour
udpated potato crate to use relief mapping
Merge from main to naval update
Submitting work to update branch
Wall shelf stricter placement to prevent box walls
- No longer able to be clipped into deployables
- No longer able to be clipped into construction
- More accurate volumes and sockets