130,091 Commits over 4,201 Days - 1.29cph!

Yesterday
Consolidated into new lighting prefab.
Yesterday
merge from pivot_or_die
Yesterday
Compile fixes
Yesterday
When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway
Yesterday
Fix scientists trying to shoot through glass on ghostship, the glass windows were setup incorrectly (using the transparent layer instead of world)
Yesterday
Centralize logic that checks if a npc bullet will be blocked if they fire
Yesterday
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Yesterday
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Yesterday
Remove disabled gameobject from new UI
Yesterday
Another attempt at fixing new scientists unable to shoot the player's head when it's the only thing poking out
Yesterday
Merge from ui_improvements
Yesterday
M4 shotgun spawns inside hackable crates again L96 chance lowered
Yesterday
Reduced autoturret loot chance (increased too much last update)
Yesterday
Removed blue keycard from outpost vendor
Yesterday
Boat Vendor now sells DPV for scrap
Yesterday
DPV now requires metal fragments rather than HQM to craft
Yesterday
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Yesterday
Fix scientists reacting too slow when fighting a player that hid and getting shot in the back by another player, hook new scientists to Server.pveBulletDamageMultiplier
Yesterday
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Yesterday
Optim: crate_underwater_* - only sync positions once freed Should save us 0.7ms on 4.5k server Tests: untied basic and advanced crates on Craggy and observed them raise up
Yesterday
merge from main
Yesterday
Bugfix: disable Drop To Ground on spawnpoints for junkpile_water_* barrel spawns Some were incorrectly placed leading to barrel spawning on the ocean floor. Tests: spawned on craggy, inspected a bunch of junkpile_water_*, none had underwater barrels
Yesterday
Post merge regen things
Yesterday
Merge from naval_update
Yesterday
Optim: junkpile_water_* - enable client interpolation and use InvokeHandler instead of InvokeHandlerFixedTime Fixed time handler fires off 10x more by default, and it would generate 3x more position tick messages than InvokeHandler. Will need validating on naval_update Tests: observed transofrm values of a junkpile in editor while close and at a distance - interpolation didn't throw it anywhere
Yesterday
Buildfix: remove stale debug code Tests: editor compiles
Yesterday
m92 mesh update - parts of the previous mesh were not properly centered.
Yesterday
merge from halloween_2025_disable
Yesterday
disabled halloween
Yesterday
Birthday Hat - Updated manifest and localization
Yesterday
Birthday Hat - Adding models with material and textures. WM setup. Some still placeholder.
Yesterday
merge from guide_materials_tweaks
Yesterday
tweaked guide material settings further
Yesterday
Added prevent movement volumes to the small ramp to stop players falling through
Yesterday
Merge from hackweek_boxsorting
Yesterday
More sorting fixes Apply a 1s delay to all sorting after a container is marked dirty, if a container is marked dirty again in that window restart the timer. This prevents sorting running every time an item is moved if a player is hover looting a container
Yesterday
Sorting should preserve positions of objects that are considered equal by the selected sorting mode (eg. sort by count, can now swap around all the 1x stacks while keeping the >x1 stacks in order) Added a passthrough to the storage adaptor Storage adaptor now requires 1 power (won't require power to use industrial transfers, only for sorting)
Yesterday
Merge from main
Yesterday
Flatten small displacements Fix displacement origin calculation Increase grass displacement factor Clean up and restructure for performance testing
Yesterday
Include all prefabs under Assets/Scenes/Prefabs in the props asset scene for custom maps to use
Yesterday
Merge from puzzle_reset_changes
Yesterday
Build fix
Yesterday
Merge from puzzle_reset_changes (only enabled on water treatment plant for testing)
Yesterday
Merge from server_history_dns
Yesterday
Codegen
Yesterday
Merge from main
Yesterday
Fix history DNS resolutions not refreshing without a client restart
Yesterday
S2P water treatment plant
Yesterday
Automatically migrate servers from steam's server history to favorites.cfg if they have a DNS endpoint configured
Yesterday
Don't tick puzzle reset times at all until a player enters range when a reset is using the radiation system Prevents random monuments becoming irradiated if no player has entered them Once a player enters a reset range at all the timer will start, cannot be stopped from that point