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131,713 Commits over 4,262 Days - 1.29cph!

Just Now
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Just Now
Cherry pick fix for low fps cannon reloads on other players
5 Minutes Ago
Only allow regular 5.56 ammo to be used to reload the boat 50 cals
15 Minutes Ago
Extra MoutedWeapon profiling
18 Minutes Ago
merge from main
20 Minutes Ago
Enabling DisableInstancingOnParticleSystems for the AssetSceneRuntime PreProcessPrefabOptions
30 Minutes Ago
Added log to help debugging the deepsea portal teleport position issue
34 Minutes Ago
Added new variations to the 50cal reload
42 Minutes Ago
Add 5s time cap to client requesting update to mission states
42 Minutes Ago
Merge from client_request_mission_states
51 Minutes Ago
Merge from naval_update
51 Minutes Ago
merge from main
1 Hour Ago
added space lr-300 store specific icon
1 Hour Ago
merge from space_station_weapon_skin
1 Hour Ago
Disabled GPU instancing on RHIB materials to fix incorrect occlusion and normal maps
1 Hour Ago
ironsight target tweak
1 Hour Ago
merge from space_station_weapon_skin
1 Hour Ago
tidy up of SSS profiles. Shared profiles across 12th birthday cake and candle hat, removed mummy mask, frankenstein mask, latex balloon, old birthday cakes, ruistige egg G. We're now at 13
1 Hour Ago
Merge from space_station_weapon_skin
1 Hour Ago
Fix warning spam on viewmodel
1 Hour Ago
Male mummy wraps full body reposed
1 Hour Ago
Prevent createdeepsea from running if deepsea.enabled is false
1 Hour Ago
merge from fixedupdate_cleanup
1 Hour Ago
BoatAI now checks for obstacles 5x less than what it used to (reduce avoidance_update_interval). Results are still decent enough to use and will greatly reduce the amount of time we are spending on repeated obstacle searches.
1 Hour Ago
TriggerForce also uses a cancellable InvokeFixedTime based on empty state
1 Hour Ago
Reduce underwater_drag_budget_ms default to 0.05 (was 0.1)
1 Hour Ago
split JunkPileWater FixedUpdate into timed InvokeRandomized to replace nextPlayerCheck timer and UpdateMovementFixedTick on InvokeRepeatingFixedTime only when a player is nearby
1 Hour Ago
Add null checks to various places in PlayerBoatSounds.
1 Hour Ago
Disable nav mesh obstacle carving on LootContainers spawned in the deep sea (can be controlled with debug.disableLootNavObstaclesInDeepSea convar) Strip all NavMeshObstacles on floating cities
1 Hour Ago
Fixed deep sea not killing network limited entities when closing, leaking them after every deep sea wipe (metal detector sources)
1 Hour Ago
merge from deepsea_leak_fix
2 Hours Ago
removed FixedUpdate from TriggerPlayerForce in favour of cancellable FixedTime reapting invokes based on trigger contents - we have a lot more of these with boats now
2 Hours Ago
naval_update -> mountedturrets_fixes (broken everything)
2 Hours Ago
Merge from naval_update
2 Hours Ago
Merge: from triggerparentdelayedexit_optim - Optim: sped up noclip check via OOB broadphase + reduced tick count + added BaseEntity caching Tests: hopped around the boat
2 Hours Ago
Merge: from opt_triggerparent_timeslice - Optim: reduced component accesses and added support for triggerparent.ontick timeslicing Tests: jumped around the boat
2 Hours Ago
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3 Hours Ago
naval_update -> mountedturret_fixes
3 Hours Ago
merge from deepsea_disabled_fix
3 Hours Ago
Fixed deepsea.enable false not killing past saved deep sea - Deep sea manager is now always created regardless of deepsea.enabled - When initialized, if deepsea.enabled is false, deep sea is closed and the manager is destroyed right after
3 Hours Ago
JunkpileWaterWorkQueue frame budget now defaults to 0.05ms (was 0.25)
3 Hours Ago
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3 Hours Ago
removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
4 Hours Ago
fixed skinning issues
4 Hours Ago
Merge from naval_update, revert oilrig scientists
4 Hours Ago
Merge from revert_oildrig_scientists
4 Hours Ago
Convared the distance within players wake up boat scientist AI
4 Hours Ago
merge from spacestation_storepages
4 Hours Ago
merge from spacestation_storepages - added media for building skin and added correct icon to sitem
4 Hours Ago
Use old scientists on both oilrigs