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6,090 Commits over 790 Days - 0.32cph!

24 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
24 Days Ago
Fixed wallpaper still using batching in boats
24 Days Ago
Fixed a spawn group on Tropical1 using a boat prefab instead of a ruin dwelling
24 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)
24 Days Ago
merge from main
24 Days Ago
merge from naval_update/io_boats
24 Days Ago
Fixed pressure pads being deployable halfway through walls
24 Days Ago
All IO entities are disconnected when a boat sinks, same delay as the doors etc
24 Days Ago
Restored spotlight and tripod spotlight deploy guides
24 Days Ago
Fixed HBHF and simple light groundwatch Fixed industrial light placement regression
24 Days Ago
merge from testrunner_editor
24 Days Ago
Compile fix
24 Days Ago
merge from main
24 Days Ago
merge from testrunner_editor
24 Days Ago
Fixed some selection bugs
24 Days Ago
Split editor and runtime tests into two tabs Styling changes
24 Days Ago
Added Open Results button, reorganized the button bars Loading a result auto enables filtering, clearing results resets filtering
24 Days Ago
Fixed the test window not showing live results on some tests, unified the parameter normalization
24 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
24 Days Ago
merge from main
25 Days Ago
Fixed BBQ gibs not being skinned
25 Days Ago
merge from naval_update/io_boats
25 Days Ago
merge from workshop_unload_fix
25 Days Ago
Updated perf text to show the skins waiting to unload count
25 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
25 Days Ago
Tweaked some prefabs ground watch, fixing issues on boats
25 Days Ago
merge from main
25 Days Ago
merge from io_boats
25 Days Ago
merge from hackweek_more_tests
25 Days Ago
Fixed DeployVolumeEntityBounds showing editable bounds gizmos, its set to entity's bounds at preprocess
25 Days Ago
Fixed 51 prefabs clipping with the vehicle_large layer, mostly IO stuff again
25 Days Ago
Fixed 52 prefabs clipping with the vehicle_large layer, mostly IO stuff 2/2
25 Days Ago
Fixed 52 prefabs clipping with the vehicle_large layer, mostly IO stuff 1/2
25 Days Ago
merge from main
25 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
25 Days Ago
merge from wallpaper_playerboats
25 Days Ago
Fixed pooling issue with wallpapers, make sure to reset the skin before applying
25 Days Ago
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25 Days Ago
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25 Days Ago
merge from main
25 Days Ago
merge from dobuild_optims
25 Days Ago
Updated the privilege helpers in Safety/Check to use PrivilegeCacheDefaultValue() instead of hardcoded defaults
25 Days Ago
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25 Days Ago
merge from dobuild_optims
25 Days Ago
Reordered a check in server Planner::DoBuild to save a CanBuild check if the construction can bypass building permission
25 Days Ago
Fixed another missing Profiler.EndSample in AntiHack::IsInsideMesh
25 Days Ago
Removed the prefab lookup in SleepingBag::CanBuildBed
25 Days Ago
We now only call SleepingBag::CanBuildBed in DoBuild if the construction is a sleeping bag (we have a isSleepingBag field cached during PreProcess)
25 Days Ago
Re-ordered the checks in server Planner::DoBuild, so we can return early and avoid the expensive CanBuild
25 Days Ago
Fixed missing Profiler.EndSample in AntiHack::IsInsideMesh