159,962 Commits over 4,566 Days - 1.46cph!

Today
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merge from viewmodel_skinning_update
- Cleanup - Fixes stopping treating base player npcs like humans
- Add player support - Add two seperate controls: one to decide off/on without globals/on with globals, another to control how much players are included in the lods: off/on only at far distances/on
Today
Hemp colourblind variants.
Today
merge from stoneframe_colliders_fix
Today
merge from skinviewer_bg_fix
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merge from ramp_deploy_fix
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merge from buildingblock_overhangs_fix
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merge from parentedwires_fix
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Fixed ramps being blocked by a ramp up to 3m above them, even through a floor Before: https://files.facepunch.com/Flavien/HBY2KuTgRqaGSCaS.png After: https://files.facepunch.com/Flavien/Zn3TXA05xInRni5i.png
Ensure global map markers skip the LOD system
Today
merge from skull_trophy_fixes
Today
Fix all four skull trophy variants looking the same Fix skull trophies never updating their visuals (whether a skull is inside or not, and nighttime visuals) Improve colliders across all variants since they are different sizes, add glass phys material to the jar variants
Support for LODs on global networked entities - map them to a large size grid based on position and evaluate LOD level from there Setting to ignore network LODs
Today
merge from viewmodel_skinning_update
Today
All floor frame and triangle floor frame skins of the same grade now share the same collider
Today
Added editor test checking that all frames skins of the same grade share the same collider
Today
Fixed being able to codelock the carvable pumpkin
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All stone frames now use the same mesh collider Fixes triangle roofs being blocked by stone frames depending on their orientation https://files.facepunch.com/Flavien/frame.png
Today
Clean: remove editor-only extra memory estimator for pooled containers (memory_overhead_tracking_enabled) - codegen I haven't used it in 1+ years since adding it, so no need for extra complexity Tests: editor compiles
Today
Fix graveyard fence col import settings
Today
Today
scrap king; - gib tweaks - prefabs updated
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the purifier now uses water_desalinator_LOD1 as its guide mesh until we update to use the newer deployer sytem that can use prefabs
Today
Merge from render_pipeline_testing
Today
Added a check to AmbientLightLOD to ensure we don't force disable shadows when it also has a LightLOD component on the same object
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scratch petting animation polish pass on vm
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Cherrypicked 168720 168721 168722 + auto trim urls in store images
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Fixed square roof side overhangs blocking foundations placed beside them Before: https://files.facepunch.com/Flavien/foundation_before.png After: https://files.facepunch.com/Flavien/foundation_after.png
Today
Merge from main
Today
Merge from main
Today
merge from boat_test_cleanup
Today
switched fixed wait to polling with timeout, takes 2s off another test
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removed most low-quality playerboat tests from CI, fixed small bug in one
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Minor code cleanup
Today
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Merge from render_pipeline_testing
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Merge from main
Today
Remove UI grabpass and BIRP only code from UI blur shaders
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Apply fog to RRP underwater window in forward pass
bot
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Invoke via a UI button, very WIP
Today
Some general refactors to make the local server process more generic for future plans
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Updated paths
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Fixed furnaces not working Removed tutorial island map marker (we can just render terrain) Fixed navmesh not starting Disable all skins while in tutorial (saves us having to bundle redirects)
Today
Instead of running BuildAssetBundles over all assets when making a tutorial build and putting all non tutorial assets in the private bundle, just run BuildAssetBundles over the assets needed by the tutorial Cuts down tutorial bundle builds to a couple of minutes from 15
Today
Sort animals to show in the vendor list, show young animals last so they can't drown out actual sellable animals Fixes remaining tests