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5,893 Commits over 762 Days - 0.32cph!

4 Hours Ago
merge from deepsea_fixes
Yesterday
Store page baseline, skin viewer for the 16 boxes
2 Days Ago
Moved ghostship scripts in the right folder
2 Days Ago
Deep sea initial loot fill is now around 70% Loot slowly respawns over time (except for elite crates and airdrops) S2P all islands
2 Days Ago
Fixed wallpaper still using batching in boats
2 Days Ago
Fixed a spawn group on Tropical1 using a boat prefab instead of a ruin dwelling
3 Days Ago
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)
3 Days Ago
merge from main
3 Days Ago
merge from naval_update/io_boats
3 Days Ago
Fixed pressure pads being deployable halfway through walls
3 Days Ago
All IO entities are disconnected when a boat sinks, same delay as the doors etc
3 Days Ago
Restored spotlight and tripod spotlight deploy guides
3 Days Ago
Fixed HBHF and simple light groundwatch Fixed industrial light placement regression
3 Days Ago
merge from testrunner_editor
3 Days Ago
Compile fix
3 Days Ago
merge from main
3 Days Ago
merge from testrunner_editor
3 Days Ago
Fixed some selection bugs
3 Days Ago
Split editor and runtime tests into two tabs Styling changes
3 Days Ago
Added Open Results button, reorganized the button bars Loading a result auto enables filtering, clearing results resets filtering
3 Days Ago
Fixed the test window not showing live results on some tests, unified the parameter normalization
3 Days Ago
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
3 Days Ago
merge from main
3 Days Ago
Fixed BBQ gibs not being skinned
3 Days Ago
merge from naval_update/io_boats
3 Days Ago
merge from workshop_unload_fix
3 Days Ago
Updated perf text to show the skins waiting to unload count
3 Days Ago
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
3 Days Ago
Tweaked some prefabs ground watch, fixing issues on boats
3 Days Ago
merge from main
3 Days Ago
merge from io_boats
3 Days Ago
merge from hackweek_more_tests
3 Days Ago
Fixed DeployVolumeEntityBounds showing editable bounds gizmos, its set to entity's bounds at preprocess
3 Days Ago
Fixed 51 prefabs clipping with the vehicle_large layer, mostly IO stuff again
3 Days Ago
Fixed 52 prefabs clipping with the vehicle_large layer, mostly IO stuff 2/2
3 Days Ago
Fixed 52 prefabs clipping with the vehicle_large layer, mostly IO stuff 1/2
3 Days Ago
merge from main
3 Days Ago
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
3 Days Ago
merge from wallpaper_playerboats
3 Days Ago
Fixed pooling issue with wallpapers, make sure to reset the skin before applying
4 Days Ago
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4 Days Ago
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4 Days Ago
merge from main
4 Days Ago
merge from dobuild_optims
4 Days Ago
Updated the privilege helpers in Safety/Check to use PrivilegeCacheDefaultValue() instead of hardcoded defaults
4 Days Ago
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4 Days Ago
merge from dobuild_optims
4 Days Ago
Reordered a check in server Planner::DoBuild to save a CanBuild check if the construction can bypass building permission
4 Days Ago
Fixed another missing Profiler.EndSample in AntiHack::IsInsideMesh
4 Days Ago
Removed the prefab lookup in SleepingBag::CanBuildBed