128,724 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                 merge from indirect_instancing_fixes
                
                
                
                
             
         
        
            
            
            
                
                 merge from s2p_flatten_fixes
                
                
                
                
             
         
        
            
            
            
                
                Less hacky shoreline wetness fix using 2D distance instead
                
                
                
                
             
         
        
        
        
        
        
        
            
            
            
                
                Fix terrain shadows, add vertex normal map sampling, use terrain heightmap instead of height slope map, change LOD slider into min/max slider for more control, and add convar for terrain renderer toggling.
                
                
                
                
             
         
        
            
            
            
                
                Run scene2prefab (skip hlod)
                
                
                
                
             
         
        
            
            
            
                
                SceneToPrefab flattening bug fixes
* Don't flatten UI objects
* Don't flatten anything under AIInformationZone
                
                
                
                
             
         
        
            
            
            
                
                Log commands ran by admins to a log file
- rotate daily log files
- log any command ran by admins (including useless commands like "swapseats") so it works with modded servers as well where permissions can be all over the place
- mark how each command was ran (server console, rcon, player) as well as some information about the user who ran it
- enabled by default, can be disabled with startup parameter `-disableconsolelog`
                
                
                
                
             
         
        
            
            
            
                
                Fix issues with `catapult.reload` admin command
Previously passing "5" to load a player didn't work correctly with multiple catapults in the world as well as some other minor inconveniences
Add descriptions
                
                
                
                
             
         
        
            
            
            
                
                New `debug.fillmounts` command - spawns and mounts a player on every mount point in a radius for testing
https://files.facepunch.com/cipeaX/2025/September/06_21-05-CharmingCanine.mp4
                
                
                        
                
                
             
         
        
            
            
            
                
                Add admin convar `enable_marker_teleport` - if set to true, right clicking on the map will teleport you to that location instead of placing a marker
                
                
                
                
             
         
        
            
            
            
                
                Bear now harvests for 20 meat instead of 19
                
                
                
                
             
         
        
            
            
            
                
                Fix not being able to place barricades on ice lakes when too close to another monument
S2P ice lakes
                
                
                
                
             
         
        
            
            
            
                
                merge from water_pump_power_fix
                
                
                
                
             
         
        
            
            
            
                
                 merge from killbees_restore
                
                
                
                
             
         
        
            
            
            
                
                 merge from pickup_toasts_localization_fix2
                
                
                
                
             
         
        
            
            
            
                
                 merge from fix_premium_sorting
                
                
                
                
             
         
        
            
            
            
                
                Stop preprocessing wearables with rig stripping enabled because it breaks the workshop icon generation
                
                
                
                
             
         
        
        
            
            
            
                
                Switch the following behavior from gamemode fields -> convars
- mapenabled
- hideplayeronmap
- hideplayermapdirection
- fogofwar
- fogofwarrevealsize
- compassenabled
                
                
                
                
             
         
        
            
            
            
                
                WIP on injection of food item data to "snackhub" generic entity and generic viewmodel
                
                
                
                
             
         
        
            
            
            
                
                Tune generation param so that hires navmesh tiles have the same size as lowres ones, for easier stitching
                
                
                
                
             
         
        
            
            
            
                
                Add multi command execution to console UI + multi line autocompletion.
                
                
                
                
             
         
        
            
            
            
                
                - Speed up geometry collection (lots of culling was actually losing perf when done at scale and relying on recast chunkyMesh)
- Fix terrain gen being very low res and not respecting alpha (go back to using existing baked terrain code we were using before)
                
                
                
                
             
         
        
            
            
            
                
                Add multiline support to dev console
                
                
                
                
             
         
        
            
            
            
                
                merge from main -> naval_update
                
                
                
                
             
         
        
            
            
            
                
                merge from naval_update -> deep_sea
                
                
                
                
             
         
        
            
            
            
                
                Casino progress / better curtains
                
                
                
                
             
         
        
            
            
            
                
                security tower rename material
                
                
                
                
             
         
        
            
            
            
                
                - Speed up tile rebuild
- Fix tile rebuild giving very different results from initial build
                
                
                
                
             
         
        
            
            
            
                
                Can only bunnyhop:
1. Once every 3 seconds
2. When grounded
3. When not waterlogged
4. When there is at least 10% sprint percentage remaining
Bunnyhop now:
1. Uses correct physics calls to make a nice jump
2. Uses a relative force to account for slopes
3. Jumps higher at faster speeds
4. Jumps get scaled by the sprint percentage remaining
5. Consumes 10% sprint percentage
https://files.facepunch.com/jacob/1b0511b1/Unity_Aa2i1beFhS.mp4
https://files.facepunch.com/jacob/1b0511b1/Unity_npssU8l2Br.mp4
                
                
                        
                        
                
                
             
         
        
            
            
            
                
                Optim: Get rid of allocs in BradleyAPC::DoPhysicsMove
Tests: loaded monument island with a launch site, verified bradley spans and rides around. in profiler DoPhysicsMove had 0 allocs
                
                
                
                
             
         
        
            
            
            
                
                Set dressing supplies barge
                
                
                
                
             
         
        
            
            
            
                
                Locker - updated workshop model with proper mesh shading
                
                
                
                
             
         
        
            
            
            
                
                Simplify prioritize premium sorting - works way better than it did before
                
                
                
                
             
         
        
        
        
            
            
            
                
                Merge from naval_missions
                
                
                
                
             
         
        
            
            
            
                
                security prison bug fixes, lods, collision
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fix CH47 patrol point selection to use a more fair random monument choice
Previously, GetRandomPatrolPoint() picked the first valid monument after a random start index. This biased results when only a few monuments were valid. Now we collect all valid monuments and select one uniformly at random, ensuring a more even distribution.
                
                
                
                
             
         
        
            
            
            
                
                wrap custom coacd editor in defines