130,464 Commits over 4,232 Days - 1.28cph!

6 Days Ago
Merge: from main
6 Days Ago
Cherrypick DDrawCommand from naval update
6 Days Ago
merge from main
6 Days Ago
Loot Panel sorting ui
6 Days Ago
merge from boat_building
6 Days Ago
exported updated 3p chainsaw anims, also setup chainsaw entity to use r prop and removed offsets translation/rotations from the lods
6 Days Ago
merge from naval_update
6 Days Ago
merge from deepsea_height_data
6 Days Ago
Bugfix: profile.CountSyncMoveEntities - check if invoke handlers are not instantiated - Also add a total count Tests: used it while swinging from vines
6 Days Ago
undid temporary boat code, now using heightmap queries regularly
6 Days Ago
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
6 Days Ago
rebaked tropical scene shore data to include heightmaps
6 Days Ago
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
6 Days Ago
Fix exec command attributes, add `bot.exec_command_all` to execute commands on all bots.
6 Days Ago
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6 Days Ago
Add `bot.exec_command` and `bot.exec_command_sphere` to execute commands on bots.
6 Days Ago
Knight Armour vest and pants repose.
6 Days Ago
More setup and experimenting.
6 Days Ago
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6 Days Ago
Fixed FindPrefabPathsByLabel returning assets that contained the target label ("BaseVehicle" was returning assets with "BaseVehicleSeat" for example)
6 Days Ago
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
6 Days Ago
Missed some floating walkway commits
6 Days Ago
Fixed glass mesh layer (transparent > world)
6 Days Ago
Consolidated into new lighting prefab.
6 Days Ago
merge from pivot_or_die
6 Days Ago
Compile fixes
6 Days Ago
When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway
6 Days Ago
Fix scientists trying to shoot through glass on ghostship, the glass windows were setup incorrectly (using the transparent layer instead of world)
6 Days Ago
Centralize logic that checks if a npc bullet will be blocked if they fire
6 Days Ago
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6 Days Ago
Remove disabled gameobject from new UI
6 Days Ago
Another attempt at fixing new scientists unable to shoot the player's head when it's the only thing poking out
6 Days Ago
Merge from ui_improvements
6 Days Ago
M4 shotgun spawns inside hackable crates again L96 chance lowered
6 Days Ago
Reduced autoturret loot chance (increased too much last update)
6 Days Ago
Removed blue keycard from outpost vendor
6 Days Ago
Boat Vendor now sells DPV for scrap
6 Days Ago
DPV now requires metal fragments rather than HQM to craft
6 Days Ago
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6 Days Ago
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
6 Days Ago
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6 Days Ago
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
6 Days Ago
merge from main
6 Days Ago
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
6 Days Ago
Post merge regen things
6 Days Ago
Merge from naval_update
6 Days Ago
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
6 Days Ago
Buildfix: remove stale debug code Tests: editor compiles
6 Days Ago
m92 mesh update - parts of the previous mesh were not properly centered.