130,111 Commits over 4,201 Days - 1.29cph!

Today
Loot Panel sorting ui
Today
merge from boat_building
Today
exported updated 3p chainsaw anims, also setup chainsaw entity to use r prop and removed offsets translation/rotations from the lods
Today
merge from naval_update
Today
merge from deepsea_height_data
Today
Bugfix: profile.CountSyncMoveEntities - check if invoke handlers are not instantiated - Also add a total count Tests: used it while swinging from vines
Today
undid temporary boat code, now using heightmap queries regularly
Today
simple deepsea/mainland heightmap query split (5th iteration of it) - currently limited to positional queries, normalized coord queries map directly to mainland data still - also fixed issue with deepsea shorevectors where they weren't being rotated into worldspace properly and still pointed in localspace directions
Today
rebaked tropical scene shore data to include heightmaps
Today
Optim: VineSwingMountable no longer syncs positions by default Should save another 0.7ms Tests: Swung across multiple vines in playground_vineswinging, descended on one to ground
Today
Fix exec command attributes, add `bot.exec_command_all` to execute commands on all bots.
Today
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Today
Add `bot.exec_command` and `bot.exec_command_sphere` to execute commands on bots.
Yesterday
Knight Armour vest and pants repose.
Yesterday
More setup and experimenting.
Yesterday
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Yesterday
Fixed FindPrefabPathsByLabel returning assets that contained the target label ("BaseVehicle" was returning assets with "BaseVehicleSeat" for example)
Yesterday
correcting for height data normalization, denormalize with baked info and renormalize to current world size on application - lets us be consistent with how we interpret height data betweek deepsea and mainland
Yesterday
Missed some floating walkway commits
Yesterday
Fixed glass mesh layer (transparent > world)
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