198,616 Commits over 4,140 Days - 2.00cph!
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merge from store-june-2025
merge from legacy_wall_gate_sitem
merge from player_report_endpoint_changes
merge from compound_spawn_tweaks
ghost ship trawler exterior
textures resize on many onboard props
ship name decal prep
Admin command `debug.invis` now displays GameUI when invis is active https://files.facepunch.com/jacob/1b0111b1/Unity_mEGC9tT2nm.png
Water barrel cant snap to other water barrels, bounds are too hard to work with
snap_deployable_improvements -> main
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snap_deployable_improvements -> main
Fixed storage barrel b corner snapping
Fix typo on legacy wood - updated strings
Fixed snapping not working right on brutalist foundations
Continuing working on blends for floating walkways
Added a missing Preserve attribute in SoftMask, constructor fails in obfuscated clients
Removed SetPhrase in Bootstrap, localization isnt loaded at this point
Optim: reduced unnecessary Transform reads in batched position/rotation update, also added AddRange(BufferList<>) function to BufferList to change to that for marginally faster loop speed
Test: consistency tests passing with serial using old method still
Update: BaseRaidBenchmark - adjust the camera positioning to get the full circle in view
Tests: ran the scene
set repairable definition correctly so items can be spraypaint skinned
Deployable snapping setting
Fixed some padding issues
Added new UI sound slider to the new settings menu
Added new map markers binds in the settings
Added a button to reset keybinds individually
Update: BaseRaidBenchmark - players are visible and dressed
Tests: ran the scene
Setup for third person testing
legacy wood wall and gate sitems, skinnable and pack sitem, rebuilt skins and manifest
New: BaseRaidBenchmark - stress test client via a raid scenario
- Doesn't do much, just ground framework
Tests: ran the scene - saw players spawn (but not their visuals)
Update: World Setup Benchmark -> BiomeBenchmark World Setup rename
- replaced default params on BiomeBEnchmark with placeholder to indicate they don't do anything
Tests: none, trivial changes
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Fix minigun world model briefly spinning when being equipped in third person
Changed "Failed to find DungeonBaseRoot" and "Failed to find DungeonGridRoot" to warnings in builds, as this is expected to occur in primitive mode and shouldn't result in errors
Possible BaseOven.CookVisuals NRE fix
merge from party_system -> main
Moved the scientist giving the outpost spawn point mission to a nearby sidewalk
Switched the spawn point name from Compound -> Outpost
Remove all the code for optimized loading/async warmup (not compatible with asset scenes)
Move hardcoded assets to bootstrap asset scene because some are needed in the menu
Fix some scene switching issues after LevelManager changes
Better behaviour when handling tight corners, better scaling
Use spherecast for matching deployable capture (better again for barrels)
Rename inBuildingPrivilege to buildingBlocked
Disco floor just uses its own snapping system for entity to entity connections.
Ensure large planter box can still snap to the centre of a foundation
Use OBB for matching deployable snapping. Since Hit Normals wont be guaranteed to be 'boxy', we should just use OBB instead.
This instantly improves barrel snapping.