161,086 Commits over 4,597 Days - 1.46cph!

11 Months Ago
merge from naval_update
11 Months Ago
Fixed gingerbread softside ceiling wallpaper always showing the default skin
11 Months Ago
merge from gingerbread_wallpaper_fix
11 Months Ago
windturbine_lod_fix -> main
11 Months Ago
Fixed Windturbine having a super low LOD range Rebalanced to let us see wind turbines further (taking advantage of now batching)
11 Months Ago
missed some bolts
11 Months Ago
mountplayersync_ai_bypass -> main (yolo)
11 Months Ago
mountplayersync_ai_bypass -> main
11 Months Ago
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11 Months Ago
hot_reload_1.13.13 -> main
11 Months Ago
Update HotReload to 1.13.13
11 Months Ago
Use Kill instead of Destroy when destroying the deep sea manager if deepsea.enabled is false
11 Months Ago
Paintball Gun - split viewmodel weapon and ammo meshes
11 Months Ago
Formatting
11 Months Ago
Removed the deep sea top collider, so supply drop cant get stuck
11 Months Ago
merge from naval_update
11 Months Ago
set up paintball gun 3p and w model anims
11 Months Ago
Also show the current health in boat building UI to make it more obvious if you need to repair
11 Months Ago
Paintball Gun - viewmodel texture update
11 Months Ago
network_profiler_improvements -> main
11 Months Ago
Display in/out simple bytes in MB
11 Months Ago
Reduce SailPositionInfluence
11 Months Ago
merge from naval_update
11 Months Ago
merge from naval_update/deep_sea
11 Months Ago
LOD0 of scrap component box
11 Months Ago
merge from naval_update/deep_sea/islandspawning_fixes
11 Months Ago
11 Months Ago
Enable Indirect Instancing by default
11 Months Ago
Profiling
11 Months Ago
No longer restrict Indirect Instancing (`indirect_instancing.enabled`) to developer accounts. I'm looking at you, staging players. 👀
11 Months Ago
Parse the conveyor's filters into item/blueprint/category dictionaries for faster lookups Takes 800 filter checks from 1.4ms to 0.12ms
11 Months Ago
Allow Indirect Instancing to be toggled in-game any time (Also correctly applies config value when in editor now)
11 Months Ago
Disable pipe shadows at 25% of the cull distance Cuts out a lot of shadow casters on big industrial bases
11 Months Ago
Fixed some allocations
11 Months Ago
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
11 Months Ago
network_profiler_improvements -> main
11 Months Ago
- Can merge entity packet types according to name (will show a compressed view of available tickets as a subset of entities) - Added entity search bars - Can filter via entity in detailed view
11 Months Ago
Fix world model outlines not displaying when using skip domain reload.
11 Months Ago
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11 Months Ago
Still heavily wip, run the watermap jobs from burst.
11 Months Ago
Start tracking buoyancy components to track them, split batches into deepsea/mainland.
11 Months Ago
Use Vector:GetNormalized instead of GetNormal Fix wood_wire_angle* props spawning glass debris Fix PHX glass props spawning gibs in 1 spot Fix dissolve effect on entities without hitboxes
11 Months Ago
First Iteration of easel painting with passthrough camera. - Added option for easels to toggle viewing scenery as the painting background - Added option for easels to toggle scenery background AND hide paintable, to fully view scenery
11 Months Ago
Merge from space_station_weapon_skin
11 Months Ago
Update: hook up PersistentObjectQueue as well - consolidate work scheduling to AddTo-/RemoveFromActiveTriggers - fixed an exception when unity sends 2 OnTriggerEnter for 1 entity (not sure how, but TriggerBase handled it already) Just the most complicated version left - custom queue with jobs Tests: jumped on and off from moving boat
11 Months Ago
Merge from lr300_mag_drop
11 Months Ago
- Some dynamic sizing so the profiler plays better on smaller screen sizes - Add large overall scroll view, so we can scroll around the main view if its too small
11 Months Ago
added new sounds for the salvaged axe
11 Months Ago
merge from cargo_ladder_fix
11 Months Ago
Fixed not being able to get onto the two shorter ladders on the left side of cargo from a boat.