138,721 Commits over 4,324 Days - 1.34cph!

Yesterday
Merge: from main
Yesterday
merge from fresh_water_fix
Yesterday
freshwater fix - readded following components to world setup prefab - cliff topology - procedural components - ocean topology
Yesterday
Debug log forward drag and drag table as building boat
Yesterday
Re-apply yesterdays shelved changes, separating drag calc functionality out so it can work without a boat (wip, but maintains current functionality still)
Yesterday
re-enable isDynamic on shipping containers onboard cargoshiptest and trawler_D ghost ship
Yesterday
re-factored shipping container prefabs, placed decals
Yesterday
Pull DragByAngle out of PlayerBoat into separate DragByAngle
Yesterday
Bump drag ddraw to 30 seconds
Yesterday
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
Yesterday
merge from save282 - staging wipe
Rin
Yesterday
save++ persistance++
Rin
Yesterday
Merge from item_field_fix
Yesterday
Disable object motion vectors on model prefabs
Yesterday
Merge from boat_aim_sway
Yesterday
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)
Yesterday
Merge from main
Yesterday
Change find source prefab code to ignore the model source asset when setting motion vector settings
Yesterday
Merge from baked_mesh_optim
Yesterday
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
Yesterday
Merge from main
Yesterday
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Yesterday
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Yesterday
merge from main
Yesterday
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Yesterday
restore pixel radius based alpha feathering to hide wire aliasing
2 Days Ago
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2 Days Ago
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
2 Days Ago
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2 Days Ago
merged main -> main/rust_relay_server
2 Days Ago
Added Packet relay layer + convars, Editor tool for exporting entire prefab folders to GLB
2 Days Ago
untabify
2 Days Ago
merge from painting_line_tool
2 Days Ago
remove unused "using"s
2 Days Ago
merge from painting_line_tool -> main
2 Days Ago
Remove kicked toast debug log
2 Days Ago
Fix crash with paddling pool unloading.
2 Days Ago
missing reference
2 Days Ago
BoatBuildingBlocks can now always be rotated (in edit mode) - removed the timer to match new demolish behaviour. Gated behind new convar BoatBuildingBlock.AlwaysRotatable (defaults to true)
2 Days Ago
cargo_crate_layering_fix -> main
2 Days Ago
Ensure cargo map marker is always placed below the crates. Fixes times where the crates were hidden under cargo
2 Days Ago
Potential fix for scientists rendering while sleeping, then being shot without reacting, and dying only if the player gets close again
2 Days Ago
Forgot to save, material fixes
2 Days Ago
Added collision back to shop E. Small material changes.
2 Days Ago
added HUD element for line tool, new convar for configuring direction lock distance threshold
2 Days Ago
First pass of materials on rentable shop E (still WIP)
2 Days Ago
merge from naval_update/io_boats/privilege
2 Days Ago
Ensure crate_ammunition and crate_fuel block player item input the same as the rest of the labs crates
2 Days Ago
labs_crate_player_input -> main