136,232 Commits over 4,444 Days - 1.28cph!

9 Months Ago
merge from main
10 Months Ago
More progress on choice of mission rewards - Rudimentary UI for previewing and selecting rewards in mission screen - More work on mission editor inspector nicely working with new rewards data
10 Months Ago
Rock/cliff files.
10 Months Ago
update manifest for projectile error
10 Months Ago
fix HoldTypeAnimationOverride, setup for client testing
10 Months Ago
manually override raid, snow and temperature manually when players are inside the deep sea
10 Months Ago
merge from deep_sea/wipe
10 Months Ago
Fix static mode always visible ignoring client.crosshair Fix settings preview crosshair updating dynamically Add tooltip mention that spacing doesn't do anything in dynamic mode
10 Months Ago
Add separate set of sliders for chance of each weather preset inside the deep sea - only clear weather allowed: no fog, rain or storms (since that indicates the deep sea is wiping soon) - only modify the visual weather effects on the client, don't mess with the ocean simulation yet
10 Months Ago
pooled visuals, projectile throwing support, animator fixes, fix entity visual spawning
10 Months Ago
Players in the deep sea when it wipes are all killed by radiation Some cleanup
10 Months Ago
More splat tweaks.
10 Months Ago
Hook up all the convars so far to the options menu Switch to colour dropdowns for the colour settings Set/fix all phrases correctly with the new system, adhering to convention Move main crosshair enable/disable toggle into the new section Simplify / rename a few crosshair variables, add one more color option
10 Months Ago
Optim: ServerOcclusion - convert OcclusionIncludeRocks part of narrow phase to Burst Total generation time went from 240s -> 130s. There's still 80s worth of TestInsideTerrain to rewrite Tests: regenerated and visualzied in editor
10 Months Ago
Progress/backup
10 Months Ago
merge from meta_shift
10 Months Ago
large sail
10 Months Ago
Add cannon admin fire command, fix ballista admin reload using hardcoded ammo types (use available ammo types instead)
10 Months Ago
Add a way to disable rcon in editor prefs (Edit -> Preferences... -> Facepunch -> General)
10 Months Ago
New: AreInsideMesh - burst versions of IsInsideMesh - added unit tests Tests: ran unit tests
10 Months Ago
Add preliminary support for layers to indirect instancing
10 Months Ago
Fixed brightness flickering on indirect instancing objects when moving camera (inefficient variant)
10 Months Ago
Environment volumes in food and farm barges. Dock light LODs and decal fixes.
10 Months Ago
Reapply military tunnel radiation changes from `military_tunnels_radiation_consistency` without merging the whole of naval_update
10 Months Ago
Static prop version of sunflower with wind, and swapped out proxy WM versions. Updated manifest with missed planter variant.
10 Months Ago
gifted_bag_tugboat_pickup -> main
10 Months Ago
Bugfix: ServerOcclusion - don't ignore rocks that are close to the center of a subgrid cell Tests: regenerated and visualized in editor - seemed sensible, no gaps observed
10 Months Ago
Merge from night_lighting_fixes
10 Months Ago
Removed combined door from farm kiosk, set up separate prefab and nested. Replaced seed bag props in farm with static versions.
10 Months Ago
merge from naval_update -> deep_sea
10 Months Ago
Convars to config the wipe interval
10 Months Ago
exported chiansaw 3p deploy and attack anims that match viewmodel versions
10 Months Ago
Deep sea is saved and wipes every X hours When wiping: - move all players back to the main island - kill any entities inside - spawn the content again
10 Months Ago
Fix not being able to pick up gifted sleeping bags on tugboats/in shelters
10 Months Ago
Optim: ServerOcclusion - rewrite cache generation broadphase to use parallel jobs - Takes broadphase from 4.8s to 0.4s This is tiny, since narrow-phase is the longest (on my 4.7k test map total time is ~240s). I'll do narrowphase next. Tests: generated on a custom map and visualized the occlusion grid
10 Months Ago
Bugfix(editor): LoadMapFile - check for relevant state after domain reload to allow occlusion cache rebuild Tests: triggered a couple reloads, no NREs when generating cache
10 Months Ago
Fix compile errors
10 Months Ago
Added static respawnable versions of other planter types - varied up crop spawning. Added static version of water barrel for farm (WIP). Updated manifest file.
10 Months Ago
Spike Trap LODs Gibs and backface fix
10 Months Ago
merge main into naval_update again
10 Months Ago
subtract flashlight beam optimizations
10 Months Ago
Add 'Check.HasBuildingPrivilege' and 'Check.InBuildingPrivilegeArea' 'Check.HasBuildingPrivilege' = you can actually build, gives you a boolean yes or no. 'Check.InBuildingPrivilegeArea' = in an area, might not be able to build Naming convention was driving me nuts with 'CanBuild()' vs 'GetBuildingPrivilege()' everywhere
10 Months Ago
Cannon work in progress, basic firing/reloading based on ballista.
10 Months Ago
New: added GamePhysics.CheckBounds that uses parallel Burst jobs - added unit test to validate it Tests: ran unit tests
10 Months Ago
merge from main
10 Months Ago
naval_update -> scientist_boat_ai
10 Months Ago
Bugfix(editor): LoadMapFile - ensure terrain state is setup after domain reload when we generate server occlusion cache Tests: ran generate server occlusion cache after code edits
10 Months Ago
main -> naval_update
10 Months Ago
facepunch_assert -> main (for actual testing and answering basic questions: is it useful? What can I add?)
10 Months Ago
Merge fixes