159,635 Commits over 4,566 Days - 1.46cph!

12 Minutes Ago
merge from io_optims
38 Minutes Ago
Fix frankenstein pet sinking in terrain, doing invisible ranged attacks, kicking the owner sometimes, and moving through windows
1 Hour Ago
Fix flickering mouse cursor when right stick scrolling UI options. Fixes double hover state too.
1 Hour Ago
Merge from render_pipeline_testing
1 Hour Ago
Fixed the auto exposure causing camera's to fade in from black unintentionally
1 Hour Ago
merge from main
1 Hour Ago
Added 2 new side anchors to cliff_tall_slope_l_a to fix gaps Fixed gizmos not displaying in the CliffSandbox dev scene
1 Hour Ago
full_parented_mounting -> main
1 Hour Ago
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1 Hour Ago
Fixed LOD components allocating a delegate each time they reregister with occlusion culling A big base streaming in (~3500 LOD components): 417KB -> 15KB alloc
1 Hour Ago
Merge from workshop_skin_analytics
1 Hour Ago
Change lb/rb to cycle container selection ccw/cw
1 Hour Ago
Fix artifacting on cargo mapmarker
1 Hour Ago
Polish cow exit after eating from trough, using new turn anim
1 Hour Ago
Return back workshop IDs that are loaded
1 Hour Ago
Fix container order when jumping with bumpers in dpad mode
2 Hours Ago
Merge from render_pipeline_testing
2 Hours Ago
Updating viewmodel rig with new mesh
2 Hours Ago
Added presets for SSAO that are configured via the renderer feature
2 Hours Ago
Profiling
2 Hours Ago
Fixed MeshCull not hiding its renderer when reused from the pool while culled Was causing code lock light quads to draw at any distance after spawning, amongst other things
2 Hours Ago
Fixes to allow flattening inside of entity prefabs
3 Hours Ago
Fixed ParticleSystemCull playing particle systems at any distance when turned on using SetVisible Fixes conveyor flashing and furnace heat shimmers playing at any distance when they spawned in already on Saves 0.15ms on the particle main thread when near a big base with 71 particle systems
3 Hours Ago
Fix bugs with group change polling
3 Hours Ago
Merge from main
3 Hours Ago
Delete old tests
3 Hours Ago
Disposing graphics buffers before use where it wasn't done previously
3 Hours Ago
Fix a swarm of loose bees briefly appearing near the hand when throwing a bee grenade
3 Hours Ago
merge from trainengine_audio_fix
3 Hours Ago
Remove PlayerSyncCycle - not needed anymore Remove MountedSyncSystem for vehicle seats - not needed anymore
3 Hours Ago
Add missing IsOn check for heli rumble
4 Hours Ago
Fix gamepad glyp display panel UI overlapping in inventory on certain resolutions/aspects
4 Hours Ago
Fix flare viewmodel attach anim
4 Hours Ago
Fixed door controller lights not being culled Was ~0.2ms on light culling and binning for 81 of them
4 Hours Ago
Merge from main
4 Hours Ago
Compile fix
4 Hours Ago
update from main
4 Hours Ago
Idle SAM sites stop rewriting their aim every frame Was 0.04ms per frame with 4 sam sites in network range
5 Hours Ago
Fixed IO entities with pipes rebuilding their pipe colliders on every network update IO entities sending full network update is quite rare as they rely on flags but still worth fixing
5 Hours Ago
Workshop metal/smoothness tweaks and fixes (changed glossiness to smoothness and added warning when metal/smoothness is used)
5 Hours Ago
viewmodell anim tests + placeholder sounds
6 Hours Ago
Fixed industrial pipes drawing invisible line renderers inside the pipe meshes, component wasnt disabled For a base with 223 pipes: Was 0.05ms on the main thread and 0.5ms on workers every frame
6 Hours Ago
merge from fruit_trees
Today
Reduced coconut.tree network range to 128. Stop coconuts spawning on palm_tree_tropical_med_a until i find a way of stopping the tree sway. Increased chance of apples/beehive spawning on oak_d to 25% from 15%. Adjusted coconut tree spawn chance to 25% (left it at 100% by mistake).
Today
Another visual cooking pooling fix
Today
Now poolable: - Cooking workbench - Metal embrasures - Flower pots Fixed some visual cooking pooling bugs
Today
Auto-repair on startup if deep sea is disabled
Today
Customiser animation updates with eye movement test
Merge from main
Better comment for the suitable parent hack when dismounting (ensure the correct triggers fire when dismounting from a parent mountable)