123,087 Commits over 4,171 Days - 1.23cph!

Yesterday
corrected artifical water sources not populating the artificalWater field in WaterInfo in all test cases, buoyancy flow force ignores artifical water sources
Yesterday
Merge from mission_create_streamlining
Yesterday
- Various small misc changes to working with missions in editor - Fixes for Activate Sensor mission - Adds ShowIf attribute to contextually hide fields in the inspector
Yesterday
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Yesterday
merge from decor_lighting_dlc
Yesterday
Clean: extra "can kick" annotation Tests: none, trivial change
Yesterday
Clean: fix formatting in BasePlayerr-Server.cs after merges Tests: none, trivial change
Yesterday
Cleaned up floating cities scene. Fixed some out of place assets in hierarchy. Deleted obsolete WIP prefabs. Re-prefabbed up medical bay for container work.
Yesterday
fluorescent wall light no longer a skin of the ceiling light
Yesterday
re-exporting 3p boomerang anim to fix shoulder issue
Yesterday
Fixed collision on 3m plastic floating walkway. Tidied up floating walkways level prefab.
Yesterday
Pickup toast message keys now correctly display when using DebugLanguage 1
Yesterday
merge from dunes_barricade_fix2
Yesterday
merge from scrap_heli_gibs_fix_2
Yesterday
Fixed despawn rates for: M15 Pilot suit Abyss hazmat
Yesterday
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Rin
Yesterday
merge from main
2 Days Ago
merge from main
2 Days Ago
Patrol helicopter gibs
2 Days Ago
Fix scrap hei gibs read/write after they were reverted by a previous change
2 Days Ago
Apply 129057 on new branch
2 Days Ago
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2 Days Ago
merge from decor_lighting_dlc
3 Days Ago
Let's get ParrelSync to work with Rust: Symlink CFG Symlink Texture Bundles
3 Days Ago
Setup ParrelSync Lean up the implementation - remove a bunch of unneeded stuff
3 Days Ago
merge from deep_sea/islands
3 Days Ago
Code cleanup
3 Days Ago
Scene backup. Editor script fix.
3 Days Ago
Set ghost ship as deep sea global networked
3 Days Ago
merge from naval_update/deep_sea
3 Days Ago
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4 Days Ago
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4 Days Ago
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4 Days Ago
beanbag chair destroy sound + sound tweaks table lamp deploy deploy sound tweak for a few other lights
4 Days Ago
Merge from baseplayer_serverupdateparallel - Optim: reduce GC allocs by 60% when creating tasks for UsePlayerUpdateJobs 2 - Optim: skip occlusion queries for pairs of same players (affects all modes) Tests: 2p tests on Craggy + 2k procgen with UsePlayerUpdateJobs 0/1/2 (covered spawning, sleeping, killing and occlusion kicking in)
4 Days Ago
Merge: from main
4 Days Ago
Optim: skip running server occlusion between a pair of same players Saves us a bunch of extra dictionary entries, running extra occlusion jobs Tests: 2p sessions with UsePlayerUpdateJobs 0/1/2 on Craggy (with reconnects, kills, occlusion culling)
4 Days Ago
Fix bug in new implementation of Parallel.Call that caused the terrain accordion incident
4 Days Ago
Subtract 127690 - get rid of the custom Parallel class
4 Days Ago
Replaced the sphere colliders in the Comfortsource on the bear rug with a single box collider, so you dont lose comfort stood in the middle if the rug is on the ceiling
4 Days Ago
Bugfix: UsePlayerUpdateJobs 2 - skip trying to run occlusion checks between 2 same players A little slapdash, but it fixes editor-only CLIENT+SERVER bug of sometimes failing to notify player that they're awake. I'll exclude it from all modes next CL. Tests: loaded into 2k procgen world with UsePlayerUpdateJobs 2 set from the start 3 tmes - all times no weird zombie state
4 Days Ago
Make mixing table overflow items drop from the player's eye level to improve visibility.
4 Days Ago
merge improve_mixingtable_drop_visibility to main
4 Days Ago
Add playermodel LOD override for Mannequin
4 Days Ago
Optim: UsePlayerUpdateJobs 2 - reduce GC allocations around creating tasks Surprisingly, this was a struggle to test. Suspicious about a potential bug in unrelated part of UsePlayerUpdateJobs 1/2. Tests: 2p on Craggy and 2k Procgen map with UsePlayerUpdateJobs 2
4 Days Ago
merge from deep_sea/networking -> deep_sea
4 Days Ago
merge fix_torch_underwater to main