133,900 Commits over 4,262 Days - 1.31cph!

2 Days Ago
merge from censoring
2 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
2 Days Ago
Fix deployable snapping corner hit NRE
2 Days Ago
Reduced ocean scale when the deep sea is about to wipe
2 Days Ago
fixed wrong physics mesh assignment and server compile errors
2 Days Ago
Mannequin and MInigunammoBackpack repose
2 Days Ago
merge from naval_update
2 Days Ago
merge from main
2 Days Ago
merge from settings_fixes
2 Days Ago
Fixed outdated convar values in graphics preset, causing the preset to always show as "Custom" (shader LOD, shadow cascades)
2 Days Ago
Fixed graphics preset custom editor errors after the localisation changes
2 Days Ago
Fixed missing graphics preset in the settings menu
2 Days Ago
Twitch rivals flag reposed
2 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
3 Days Ago
Merge: from main
3 Days Ago
Merge from naval_update
3 Days Ago
Merge from naval_missions
3 Days Ago
Re packing prefab for m92 rig
3 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
3 Days Ago
Updating m92 prefab with new rig
3 Days Ago
Merge from editor_shader
3 Days Ago
Also allow concrete, sandbags and stone barricade in the deep sea
3 Days Ago
merge from naval_update
3 Days Ago
Fix GetUnmountedWaterFactor NRE
3 Days Ago
CalculateRepairCost now takes into account (potentially) varying hull/non-hull block costs
3 Days Ago
Still run UpdateCelestials in headless mode (needed to set IsDay and IsNight on the server which things like solar panels use)
3 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.
3 Days Ago
Fix incorrect edgeFlags, rotation, and flipped border meshes
3 Days Ago
Merge from boat_health
3 Days Ago
Add vertex colours toggle to editing UI
3 Days Ago
Merge from naval_update
3 Days Ago
Fixed magnet crane not marked as Can Sleep (I swear I did this last week)
3 Days Ago
Merge from main
3 Days Ago
Merge from naval_update
3 Days Ago
Early return from the DroppedItem underwater check if the attached rigidbody is sleeping (it's unlikely to change submerged state while sleeping)
3 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
3 Days Ago
Merge from relationship_optim
3 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
3 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
3 Days Ago
Merge from botcollider_optim
3 Days Ago
merge from naval_update
3 Days Ago
Fixed deepsea billboards not killed as expected when the deep sea closes, caused by server restarts when the deep sea is open
3 Days Ago
merge from settings_fixes
3 Days Ago
merge from store_gallery
3 Days Ago
Revert accidental change to skin viewer texture resolution, needs more testing
3 Days Ago
Update server version mismatch disconnect messages. Minor adjustments to HLMV * Make the minimum size bigger (1200x800, from 640x700) so all UI elements fit without resizing * Title always contains program name * Prevent materials being deduplicated in the material list, so all missing materials now show Fixed a particle related crash Fixed normal map for Shotgunner Combine Soldier player model Added 3rd skin to Combine Soldier player model * It's the skin for the updated combine soldier texture from Episode 2 Fixed wall slams playing wrong physics sound * Now plays the sounds associated with the material we hit, not the sounds of the last ground entity we were on Custom Spawnmenu position function for view models
3 Days Ago
Merge: from networkcache_stalegroup - Bugfix for vanishing child entities (l-ike drybox on rhib) Tests: spawned rhib, teleported far then back after pause, paused again - all parts stayed in place
3 Days Ago
Bugfix: fix missing child entities (like drybox on rhib) by invalidating network cache on netgroup change Previously if parent moved it would update the network group of the hierarchy, but only parent would have it's cache invalidated. This meant that it was possible for child to be with a netgroup outside of network range, while parent is in network range. Tests: on Craggy, took rhib and drove it from E4 to a row above E0, teleported back to E4, waited for boat to stream out, teleported to boat and waited a bit - it stayed in place (previously drybox would disappear)
3 Days Ago
Fix scientists not moving
3 Days Ago
Fix scientists fsms being added to client budget queue in editor