127,502 Commits over 4,201 Days - 1.26cph!

24 Minutes Ago
Added a loading on the steam inv crate buttons for when you open the menu before it finished warming up Tweaked the budget
27 Minutes Ago
draw distance tweaks to legs and barges, was displaying baked lod a little early layer change on barge ground surfaces >world
29 Minutes Ago
Bugfix: apply separator in json-lists aggregation correctly Tests: used accumulator logging to see what is being fed
42 Minutes Ago
setup culling volumes for oilrig legs tops props and bottom floating debris
46 Minutes Ago
Update: Accumulators can now log what they're being fed This revealed a bug with json concatenation, should be a quick fix Tests: ran unit tests
51 Minutes Ago
Removed tarp from plywood_e and added a plywood_f prefab
1 Hour Ago
Post merge compile fix
1 Hour Ago
Added streaming controller component to the skin viewer camera, fixes blurry textures
1 Hour Ago
4k ramp textures
1 Hour Ago
Merge from main
1 Hour Ago
Merge: from server_occlusion_gen_reorder_narrowphase - Bugfix for ServerOcclusion potentially crashing during generation Tests: generated custom map that had a consistent crash and a default 4.5k procgen editor world
1 Hour Ago
Bugfix: ServerOcclusion - don't schedule same SubGrid cells repeatedly for rock intersection It caused more work to be done(this saves ~13s), and in some cases even an out-of-bounds access crash. Tests: generated server occlusion cache for a 6k custom map that had a consistent crash, generated default editor 4.5k proc gen world
1 Hour Ago
separate sizes, fixed scaling
1 Hour Ago
Fix new notification sounds not responding to volume controls Remove command for debugging oil rig server reset, no longer needed
2 Hours Ago
phrases
2 Hours Ago
Merge: from main
2 Hours Ago
Improvements to dialogue graph speech nodes, they now look nicer FIx for recent change to LocalizationTokenDrawer, label text should now being displayed correctly
2 Hours Ago
Hacky single scene item render test. Will tidy it all up if it works.
3 Hours Ago
invert assert condition
3 Hours Ago
Canon animation pose updates to match ballista pose
3 Hours Ago
Ramp, lods and gibs and textures
3 Hours Ago
Updating 50 cal rig pivot points
3 Hours Ago
replaced debug line with asserts
3 Hours Ago
merge from deep sea
3 Hours Ago
Merge from naval_update
3 Hours Ago
Added plushies to the scene
3 Hours Ago
Merge from naval_update/floating_cities
3 Hours Ago
Reapply placeholder mission things to floating city, applied to Casino Barge prefab Run S2P
3 Hours Ago
merge from main
4 Hours Ago
Merge from main
4 Hours Ago
supplies barge culling volumes for props
4 Hours Ago
Anim updates and inital set up for blow pipe, boomerang and compass
5 Hours Ago
fixed tarp material override order on security tower tarps
5 Hours Ago
med bay barge culling volumes for props
5 Hours Ago
removed unused scripts on hanging tarp prefabs
5 Hours Ago
codegen for nightlight
5 Hours Ago
merge from charityplushies_skinviewer
Today
Fixed spray can reskin UI closing too early if the player was looking at a skinnable object above them Fixed spray can free spray clipping through some floor pieces on jungle foundations
Today
Add `batch_industrial_pipes` convar to toggle the behavior - still need to call `refresh_renderers` to refresh them after changing behavior
Today
Add support to override the max verticies per mesh for individual RendererBatch instead of changing global convar - increase from 1k -> 5k specifically for industrial pipes to capture more than the short stubby pipes - rest of the batching system stays the same - change original solution from adding RendererBatch at runtime to adding the RendererBatch to the PipeRenderer prefab and set it disabled since we can't set the override to 5000 before OnEnabled() is called - this causes every single prefab to be reimported but is safer than cranking global convar
Today
Add industiral pipes to the batching system to reduce draw calls significantly when rendering industiral pipes
Today
Progress
Today
Topologies
Today
Fix textures that are resized to the nearest NPOT by Unity on import being incorrectly flagged as "compression disabled" by the texture analyzer tool
Today
Fix pool used for Vis.Entities() in AddNearbyTurrets() not returned to pool
Today
cinematic_play will now fallback to the standard gestures if provided a gesture string that isn't in the cinematic list
Working rear turret. Aiming is still ugly Ensure roll values are removed by projecting our rotation onto fixed axes (not transform axes) Manifest
Today
merge from biome-fog-stencil-volumes
Today
merge from main
Today
merge from fix_console_flickering -> main