138,534 Commits over 4,324 Days - 1.33cph!

4 Hours Ago
Reapply tutorial island mesh, apply correct orientation
4 Hours Ago
work on prefab for rentable shop E
4 Hours Ago
Merge: from serverprofiler_disable_memstates - Update: added extra safety try-finally Tests: none, trivial change
4 Hours Ago
Update: missed an extra try-finally in perfsnapshot_stream Tests: none, trivial change
4 Hours Ago
Merge: from main
5 Hours Ago
Revert change to tutorial island mesh in #144520, it borked the island
5 Hours Ago
Merge from tutorial_island_mesh_fix
5 Hours Ago
Merge: from serverprofiler_disable_memstates - Bugfix for running multiple capture commands without waiting for completion of initial - Bugfix for memstats parsing exception (disabled memstats recording) Tests: couple 128mb perfsnapshot_stream in editor
5 Hours Ago
Bugfix: perfsnapshot/_stream - set exportDone to false when starting recording - wrapped inner task logic into a try-finally to ensure exportDone latch is released Well this is a derp up, the safety latch was in place for a year but never worked because I never engaged it. Whoops. Tests: done perfsnapshot_stream 128mb as another one is exporting - no crash, got message
5 Hours Ago
merge from main
5 Hours Ago
Update: ServerProfiler.Core - disable system memory tracking - release binaries built from 25d14ef0 Its too unstable and overengineered, will rework later Tests: perfsnapshot_stream 128mb of data - no system memory tracks in json
5 Hours Ago
Merge: from tracespheres_optim - Bugfix for exceptions when shooting Tests: shot the ak on Craggy in editor
5 Hours Ago
Bugfix: VerifyRays/Spheres - early out if passed empty command set Fixes exceptions when shooting Tests: shot ak on Craggy in editor
5 Hours Ago
Merge: from main
6 Hours Ago
merge from fresh_water_fix
6 Hours Ago
freshwater fix - readded following components to world setup prefab - cliff topology - procedural components - ocean topology
Today
Debug log forward drag and drag table as building boat
Today
Re-apply yesterdays shelved changes, separating drag calc functionality out so it can work without a boat (wip, but maintains current functionality still)
Today
re-enable isDynamic on shipping containers onboard cargoshiptest and trawler_D ghost ship
Today
re-factored shipping container prefabs, placed decals
Today
Pull DragByAngle out of PlayerBoat into separate DragByAngle
Today
Bump drag ddraw to 30 seconds
Today
SplashableStaticGrid is now PartialMobileStaticGrid Added a PartialMobileStaticGrid to GrowableHeatSource so heat sources on boats (or any moving entity) work with planters Fixed PartialMobileStaticGrid not working on entities deployed on a boat being edited and then the boat was finished, now removes and readds itself to the grid in OnParentChanging (had to add a OnParentChanging override in a bunch of places)
Rin
Today
merge from save282 - staging wipe
Rin
Today
save++ persistance++
Rin
Today
Merge from item_field_fix
Today
Disable object motion vectors on model prefabs
Today
Merge from boat_aim_sway
Today
Apply boat aim sway if the player is mounted to an entity on a boat ADS aim sway is now applied while mounted, might be some unintended side effects of this (although it means things mechanics like clothing accuracy bonuses are now being applied correctly)
Today
Merge from main
Today
Change find source prefab code to ignore the model source asset when setting motion vector settings
Today
Merge from baked_mesh_optim
Today
Reprocess the island meshes, apply a 10 degree limited dissolve on the underwater portions of the island and apply a 0.5 degree dissolve the above water portions Doubles the size of the mesh, but brings the collisions more in line with the visuals and it's still about 75% smaller than last months version of the meshes Moved the original FBX exports of the islands to a SourceIslandMeshes folder in the root of the project in case we need to modify these setteings in the future
Today
Merge from main
Today
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Today
merge from main
Today
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Today
restore pixel radius based alpha feathering to hide wire aliasing
Today
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Today
Make effects.BubbleTrail not turn start/end pos into mins/maxs Added Lua mesh skinning support * Added `mesh.BoneData( index, matrixId, weight )` * Added second argument to `Global.Mesh` - boneWeights * Added `IMesh:DrawSkinned( matrixTable )` Minor cleanups Fixed DrawSkinned affecting underwater rendering * By applying the model matrix to the Draw() call Some more than minor cleanups of probably unused stuff Fill remaining matrices with identity ones for DrawSkinned * In case some silly goober doesn't give it enough or gives none Fix handling of userdata members from tables Fix potential crash with malformed models
Today
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Today
merged main -> main/rust_relay_server
Today
Added Packet relay layer + convars, Editor tool for exporting entire prefab folders to GLB
Today
untabify
Today
merge from painting_line_tool
Today
remove unused "using"s
Today
merge from painting_line_tool -> main
Remove kicked toast debug log