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158,258 Commits over 4,566 Days - 1.44cph!

28 Minutes Ago
RenovationDevice entity + socket initial code
34 Minutes Ago
edited 3p jog anims exported
37 Minutes Ago
wip, initial refactoring
40 Minutes Ago
Discord presence changes no longer rebuild the list while the friends menu is closed
54 Minutes Ago
Added a way to disable specular for specific lights using the new light property buffers (currently doesn't work with the core lighting path)
1 Hour Ago
merge from ladderhatch_close_fix
1 Hour Ago
Fixed being unable to close open ladder hatches from certain angles
1 Hour Ago
merge from cui_blur_fix2
1 Hour Ago
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1 Hour Ago
Fixed CUI blur stacking sorting issues
1 Hour Ago
Merge from main
1 Hour Ago
Prefabbed up lighthouse lamp damage states, implemented states into repairable prefab. Refactored original lighthouse prefab due to unused MaterialIDs.
2 Hours Ago
undo all camera director keys in one go, fix NaN time when two camera keys overlap, fix gizmos having an offset.
2 Hours Ago
Fix undo accidentally restoring sandbox tracks
4 Hours Ago
small games wooden table; - game model - bake textures - material updated - localization updated
Rin
4 Hours Ago
Fixed Crate_normal_2 not spawning 2 blueprint fragments Swap livestock vendor rewards from blueprint fragments to blueprint pages
Rin
Today
Shears name and description 2 Blades to craft WBLVL1 Default BP WIP
Today
Merge from main
Today
Increase terrain cell LOD count Handle off-centre ring holes Add debug colour option
Today
Switch the full server export for base occlusion export JSON -> protobuf - although it was zipped it was taking 30s to deserialize, yikes - still supports JSON exports for the smaller pastes
Fixed servers stalling for up to ~200ms when a player crafts a workshop skinned item for the first time after a restart or steam definitions update - The steam item definitions warmup now runs on the server too, it was client only so dedicated servers always read them cold - Also warms WorkshopId, (HasWorkshopSkin reads it for every owned item and each cold read is a native Steamworks call) - Moved SteamItemDefinitionWarmup out of the Client folder 7.81ms -> 0.07ms on first call
Fixed repair bench reskins freezing the server for ~0.7s after a steam item definitions update - Reskinning a redirect back to default or to a workshop skin went through skins2, scanning every steam definition - Now a direct definition lookup, 1275ms -> 0.66ms in editor. Was happening ~95 times a day across official servers
Rin
Today
merge from blueprints_2
Fix streams in waterguns not being colored for radwater
- Ensure boats spawn on the edge then travel inwards - Code cleanup
Rin
Today
Prototype Workbench Upgrade now has a 25% chance of success instead of fail Previously would consume 2.67 blueprints on average Now consumes 4 on average Added a sound for failing the prototype
Today
Fix terrain quality not reducing lod extents to the minimum
Today
Fix cows not following smoothly and being very slow and annoying to lead
Today
Fix renderer key allocating a materials array on every batch group lookup, now uses a pooled list Saves ~620 KB when loading in a big base in editor Also fixed a small logic error in RendererKey.Equals
Today
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Use own custom convar for egress
Today
Remove screenspace terrain hole texture (replaced by RRP stencil testing)
Update ADS settings
Merge from main
Merge fix
Today
Optimize speed for base occlusion tests when ran across a full server - only load the map once per set of tests
Merge from main
Add renaming for cows and sheep Player instigated renames start a new name dynasty, utilising the existing name dynasty stuff Players can't rename animals spawned with the raree special names/genes. These names now appear gold with a star
Today
Stop bush clutter running physics queries on every LODManager visit and taking a large part of its budget, now only runs when bush culling blocks (foundations) change Disable CullBushes on boat hull blocks, not needed
Today
Moved MenuUI2's UIBlurCanvasesBehind from FadedBackground to PageBackground as it needs a CanvasRenderer
Today
merge from uiblur_faded_fix
Today
Uzi: mag drop and shell ejection - Mag drop on world model reloads - Shell ejection in first person and 3p: new eject_shell (viewmodel) and w_eject_pistol_shell (world, on the uzi shell_eject bone) - viewmodel updated, shell eject position + enforceClipWeights on so fire/fire_ADS sharing a blend tree don't spawn two shells per shot
Today
Fix after merge
- 1-2 boat groups will spawn every 5-8 hours (spawn together) - Each individual group gets a random lifetime of 30-60 minutes before egress
Today
viewmodel lasersight/brake attachment placment
Today
update base_occlusion/foundation_offset_fix
Cant take the pt boat out of the deepsea (just like the other boats)
Today
More Uzi 3p setup - stock and no stock anims for world model and player - w_uzi anim hooked up, now swaps between the stock/ no stock anim sets when rifle mode is is toggled - 3p anims now using a subsystem, not an overrride....so I can use multiple masks (no stock = one handed, left arm stays on locomotion, left hand comes in for the reload, stock out = two handed - removed holdtype controller (not needed now) - Stock deploy / collapse anims play when toggling between the two - 3p anim updates + deploy/collapse stock clips - uzi.entity: ProjectileAnimationSubSystem driven by the StockDeployed flag, HoldType.uzi override removed - Uzi.cs (client only): sets the rifle_mode float on the world model animator from the stock flag. Skipped while the animator is inactive, same approach as CrossbowWeapon/Handcuffs driving their world animators
Today
Cherry pick alloc fix for pool table and fishing, and fix compile error
Today
Fix industrial pipe segments being permanently dynamic via flag on the prefab, toggle their LODs only when on a moving parent like base io lines