userFlaviencancel

5,891 Commits over 762 Days - 0.32cph!

Today
Moved ghostship scripts in the right folder
Today
Deep sea initial loot fill is now around 70% Loot slowly respawns over time (except for elite crates and airdrops) S2P all islands
Today
Fixed wallpaper still using batching in boats
Today
Fixed a spawn group on Tropical1 using a boat prefab instead of a ruin dwelling
Today
In editor by default: the deep sea will spawn right when the server starts, and it will use the fast intervals (1s in between each entity and 0.1s in between each spawn groups)
Today
merge from main
Today
merge from naval_update/io_boats
Today
Fixed pressure pads being deployable halfway through walls
Today
All IO entities are disconnected when a boat sinks, same delay as the doors etc
Today
Restored spotlight and tripod spotlight deploy guides
Today
Fixed HBHF and simple light groundwatch Fixed industrial light placement regression
Today
merge from testrunner_editor
Today
Compile fix
Today
merge from main
Today
merge from testrunner_editor
Today
Fixed some selection bugs
Today
Split editor and runtime tests into two tabs Styling changes
Today
Added Open Results button, reorganized the button bars Loading a result auto enables filtering, clearing results resets filtering
Today
Fixed the test window not showing live results on some tests, unified the parameter normalization
Today
Automated tests window changes: - Added a rerun failed button - Fixed the foldout arrows not clickable - Leaving playmode mid tests cancel the run correctly and generate results - Tests can only run in the automated test scene - Run button shows a playmode icon if clicking it will start playmode
Today
merge from main
Yesterday
Fixed BBQ gibs not being skinned
Yesterday
merge from naval_update/io_boats
Yesterday
merge from workshop_unload_fix
Yesterday
Updated perf text to show the skins waiting to unload count
Yesterday
We now wait 120s before unloading a workshop skins with 0 references Fixes the missing material on gibs of skinned deployables, it was frequent with unpooled prefabs like vending machines
Yesterday
Tweaked some prefabs ground watch, fixing issues on boats
Yesterday
merge from main
Yesterday
merge from io_boats
Yesterday
merge from hackweek_more_tests
Yesterday
Fixed DeployVolumeEntityBounds showing editable bounds gizmos, its set to entity's bounds at preprocess
Yesterday
Fixed 51 prefabs clipping with the vehicle_large layer, mostly IO stuff again
Yesterday
Fixed 52 prefabs clipping with the vehicle_large layer, mostly IO stuff 2/2
Yesterday
Fixed 52 prefabs clipping with the vehicle_large layer, mostly IO stuff 1/2
Yesterday
merge from main
Yesterday
Increased BoatBuildingStation::GetStationOverlappingPosition grid query radius from 2 to 20, It must be large enough so the grid can always find the station regardless of where inside the build area we query from Fixes IO entities on land connectable to edit mode boat sometimes
Yesterday
merge from wallpaper_playerboats
Yesterday
Fixed pooling issue with wallpapers, make sure to reset the skin before applying
Yesterday
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Yesterday
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Yesterday
merge from main
Yesterday
merge from dobuild_optims
Yesterday
Updated the privilege helpers in Safety/Check to use PrivilegeCacheDefaultValue() instead of hardcoded defaults
Yesterday
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Yesterday
merge from dobuild_optims
Yesterday
Reordered a check in server Planner::DoBuild to save a CanBuild check if the construction can bypass building permission
Yesterday
Fixed another missing Profiler.EndSample in AntiHack::IsInsideMesh
Yesterday
Removed the prefab lookup in SleepingBag::CanBuildBed
Yesterday
We now only call SleepingBag::CanBuildBed in DoBuild if the construction is a sleeping bag (we have a isSleepingBag field cached during PreProcess)
Yesterday
Re-ordered the checks in server Planner::DoBuild, so we can return early and avoid the expensive CanBuild