134,308 Commits over 4,262 Days - 1.31cph!

10 Days Ago
stopped some unecessary cube marching enqueues when placed
10 Days Ago
boat_planner_icon_fix -> main
10 Days Ago
Fix the 'boat planner' icon having green shadows
10 Days Ago
Added space station building skin video
10 Days Ago
main -> notifications_indicator_fix_2
10 Days Ago
Cherrypick 139564
10 Days Ago
snapping_corner_nre_fix -> main
10 Days Ago
merge from main
10 Days Ago
merge from censoring
10 Days Ago
corrected mesh ID used for physics mesh bake, also kick off the async bake jobs with ScheduleBatchedJobs for sanity as we want them to start asap to reduce the chance of them still needing to finish work when they are completed in the next FixedUpdate
10 Days Ago
Fix deployable snapping corner hit NRE
10 Days Ago
Reduced ocean scale when the deep sea is about to wipe
10 Days Ago
fixed wrong physics mesh assignment and server compile errors
10 Days Ago
Mannequin and MInigunammoBackpack repose
10 Days Ago
merge from naval_update
10 Days Ago
merge from main
10 Days Ago
merge from settings_fixes
10 Days Ago
Fixed outdated convar values in graphics preset, causing the preset to always show as "Custom" (shader LOD, shadow cascades)
10 Days Ago
Fixed graphics preset custom editor errors after the localisation changes
10 Days Ago
Fixed missing graphics preset in the settings menu
10 Days Ago
Twitch rivals flag reposed
10 Days Ago
separate collision mesh generation from visual, still works assigning the same mesh to both - lets us have consistent collision between censoredsigns being enabled/disabled
10 Days Ago
Merge: from main
10 Days Ago
Merge from naval_update
10 Days Ago
Merge from naval_missions
10 Days Ago
Re packing prefab for m92 rig
10 Days Ago
experimenting with disabling Physics.autoTransformSync during the mountables VehicleFixedUpdate - would likely have some consequences, but there's too many cases to easily test
10 Days Ago
Updating m92 prefab with new rig
10 Days Ago
Merge from editor_shader
10 Days Ago
Also allow concrete, sandbags and stone barricade in the deep sea
10 Days Ago
merge from naval_update
10 Days Ago
Fix GetUnmountedWaterFactor NRE
10 Days Ago
CalculateRepairCost now takes into account (potentially) varying hull/non-hull block costs
10 Days Ago
Still run UpdateCelestials in headless mode (needed to set IsDay and IsNight on the server which things like solar panels use)
10 Days Ago
Add a separate wood_boat_hull building grade so we can set different resource costs for the hull pieces in the future (currently the same cost) Point hull square and hull triangle to it.
10 Days Ago
Fix incorrect edgeFlags, rotation, and flipped border meshes
10 Days Ago
Merge from boat_health
10 Days Ago
Add vertex colours toggle to editing UI
10 Days Ago
Merge from naval_update
10 Days Ago
Fixed magnet crane not marked as Can Sleep (I swear I did this last week)
10 Days Ago
Merge from main
10 Days Ago
Merge from naval_update
10 Days Ago
Early return from the DroppedItem underwater check if the attached rigidbody is sleeping (it's unlikely to change submerged state while sleeping)
10 Days Ago
Removed Vis.Entities from the artificial light and temperature calculations for growables, now queries a Grid of light and temperature sources These paths are now completely physics free
11 Days Ago
Merge from relationship_optim
11 Days Ago
Added PersistentObjectWorkQueueListBacked, a new version of PersistentObjectWorkQueue that can be provided with a separate list to iterate over Handy for situations where we don't want to maintain a separate list of objects to iterate over, we can now just provide a list and the work queue will iterate over it Doesn't have Add or Remove methods as it only reads the list Updated RelationshipUpdateQueue to iterate over player list instead of a separate, identical list Added an experimental fast path to UpdateAcquaintancesFor that checks the server occlusion state to see if two players can see each other rather than raycasting Much faster than a raycast, although it will still fall back to that if the server doesn't have occlusion enabled, can be disabled with BasePlayer.allowRelationshipServerOcclusion
11 Days Ago
Move UpdateContacts in RelationshipManager to a PersistentObjectWorkQueue, budgeted to 0.05ms by default (BasePlayer.relationshipUpdateQueueFrameBudgetMs) This used to iterate over every player on the server every 1s so would scale poorly, will now gradually update relationships over time
11 Days Ago
Merge from botcollider_optim
11 Days Ago
merge from naval_update
11 Days Ago
Fixed deepsea billboards not killed as expected when the deep sea closes, caused by server restarts when the deep sea is open