124,948 Commits over 4,171 Days - 1.25cph!

3 Days Ago
Clean: comments, spans and names Tests: none, trivial changes
3 Days Ago
Progress on cleaning up all current conversation/mission changes
3 Days Ago
Optim: UsePlayerUpdateJobs 2 - merge partially ordered chains of snapshots - This reduces allocations (since we create less tasks), and should help with parallelization (reducing task scheduling overhead), but requires preprocess cost Tests: on craggy with UsePlayerUpdateJbos 2, flew out of bounds and respawned(this causes 500+ entity snapshots to be sent) 10 times in a row - no exceptions, disconnects and all entities seemed to be present
3 Days Ago
fix status effect vitals HUD overlay sorting under heavy helmet
3 Days Ago
Set dressing work from supplies barge
3 Days Ago
Fixed forever bug that caused the HAB to always have the hurt trigger active when it should turn off based on inflation and velocity
3 Days Ago
remove debug tex output
3 Days Ago
lod baker multiple source meshes support
3 Days Ago
Renamed killTriggers to crushTriggers and added the triggerMovePos to the list so it is activated/deactivated at the same time as the triggerHurt
3 Days Ago
waterpipe reload animation update
3 Days Ago
updated charity plushie 01 lods
3 Days Ago
Replaced blockout containers on supplies barge with generic floating city treatment container. Added static shelves prefab variant.
3 Days Ago
Bugfix: fix a missing profile scope in FoliageGrid Tests: used the profiler in editor, no more errors
3 Days Ago
Change hab.repair.item.prefab to use the hot air balloon avatar rather than the old placeholder bear rug so "Killed by X with a Hot Air Balloon" shows the correct icon
3 Days Ago
lr300 animation updates
3 Days Ago
Updated charity plushie meshes with LODs, and updated prefabs with new meshes
3 Days Ago
change sleeping player collider to x-axis capsule, to save on vertical space
3 Days Ago
- New TriggerPlayerMovePos script to move players with a vector relative to the centre of the trigger bounds - used to stop players getting stuck underneath a HAB when it lands on them in a safezone. - Pause players being marked hostile for 2 seconds when entering the move pos trigger to prevent the HAB marking a player as hostile if multiple players are landed on inside a safezone
3 Days Ago
Only run terrain culling when it's actually worth it (when camera is above some but not all terrain)
3 Days Ago
Don't load inventory inside container corpse, we already load it in base.
3 Days Ago
Fix instanceData on items getting disposed if an item gets loaded twice.
3 Days Ago
Tweaked some table lamp LOD distances, and added a missing mesh culler on the bulb.
3 Days Ago
merge from hackweek_crosshair_customization/settings_editor
3 Days Ago
Make previous compile fix match the other ifdef behaviour
3 Days Ago
Compile fix
3 Days Ago
3 Days Ago
Merge from naval_update
3 Days Ago
Introduce WIP version of ConcurrentBitArray for bitmapped damage tracking
3 Days Ago
Commit progress on deep sea islands mission
3 Days Ago
v4 player entity, hold type and prefab update for C4 and satchel charge
3 Days Ago
Bugfix: UsePlayerUpdateJobs 2 - maintain partial ordering of snapshots when sending to player using tasks - This fixes rare parenting desync that can manifest as a weapon attachment world model not hiding (or something much worse) Need to optimize it by merging tasks, as this can create too many tasks for the server to process Tests: flew around on Craggy with fast noclip - attachments didn't "duplicate". Shot animals, switched active items. Tested occlusion with 2p and geared guns
3 Days Ago
merge from sail_physics_test
3 Days Ago
increased rudder torque-control strength, set default control scheme to that for now
3 Days Ago
- Fix detail mesh being built but not assigned - Add option to specify whether or not we want to build the detail mesh - Remove sample detail mesh height param from SamplePosition (recast will always use the detail mesh if it exists anyway when sampling)
3 Days Ago
- Fix chunk bounds being incorrect - Add option to debug sample the detail mesh height (it seems to not be working)
3 Days Ago
Merge from main
3 Days Ago
merge from boat_building
3 Days Ago
third option on rudder control, bit of debug vis cleanup
3 Days Ago
- Multithread in C++ instead of C# as it's simpler to avoid allocs - Make navmesh build not generate any garbage - Add option to sample detail navmesh height - Tick navmesh from ServerMgr instead of letting unity decide
3 Days Ago
Fix wall cabinet not showing media
3 Days Ago
modular boats building blocks, wood tier art files including textures, materials, models/gibs/colliders
3 Days Ago
Add parenting trigger to plank so you don't instantly drop off the boat when walking on a plank
3 Days Ago
Much better avoidance results - higher speed in general
3 Days Ago
manifest