136,927 Commits over 4,324 Days - 1.32cph!

22 Days Ago
Underrwater breath bubble improvements. No longer fixed above your head no matter how you move.
22 Days Ago
Deep sea ocean color tweaks.
22 Days Ago
Fixed ocean fogging radically changing when approaching the ocean surface. Various more deep sea ocean tweaks.
22 Days Ago
Reverted missing imposter fix on a couple of palm variants. Both tropical and desert. (It was intentional) Undeleted their materials.
22 Days Ago
Merge from discord_sdk_1.8
22 Days Ago
Update manifest again - RHIBDriver had import error locally?
22 Days Ago
Commit paintball gun code progress
23 Days Ago
Last compile fix, tm.
23 Days Ago
Another burst compile error
23 Days Ago
fixed scrap XXL and XL, lightup XL guide meshes missing, tweaked collision surface types on all frames to be realistic
23 Days Ago
disabled off repair on frames
23 Days Ago
Fix burst compile error
23 Days Ago
Fix NRE in Construction.DoPrepare() when allSockets is null
23 Days Ago
tweaked deploy on paintable reactive target and fixed offset paintable collision on ornate frame xxl
23 Days Ago
Start by updating the manifest
23 Days Ago
merge back buoyancy_improvements. shared static buffer size changed - pulling this changeset requires an editor restart.
23 Days Ago
Add readonly container for ocean simulation data to make parallel use a bit more sane, it was previously just disabling all read/write restictions.
23 Days Ago
Fix native grid not having a non unique add method like the managed version.
23 Days Ago
Fix performance degradation over time in buoyancy batching from growing point arrays, this basically prevented buoyancy from sleeping. Sub array all buffers to let them shrink back down.
23 Days Ago
resized a lot of frame textures, removed unused ones, added plugs to all scrap frames
23 Days Ago
Deleted floating props from Floating City 4, ran S2P
23 Days Ago
Requests for what missions are valid on the server are now run on a work queue
23 Days Ago
Fix "Couldn't create player_connect event" appearing on success Apply some NPE checks to render data cache Fix player model eyes pointing elsewhere when singleplayer is paused Minor cleanup Added vec = game.GetWindSpeed( vec pos = nil ) * Optional arg that takes into account wind controllers with radius above -1 * Without arg = only use the global controller (if one exists) * position argument unfortunately will not do anything on client yet because the env_wind position is never networked to the clients * Function is shared
23 Days Ago
Tests: OcclusionGroupTests - TestNew_MoveOther (8) Simulates other players going through observer's network range. Have a separate CL that makes this test pass, but not sure I like the final result - will try to rewrite it all through a different approach to be simpler. Tests: ran unit tests, they fail without extra changes
23 Days Ago
frame Y values on shutter again
23 Days Ago
painting reactive target IO handles, updated manifest
23 Days Ago
lightup frame correct IO placements
23 Days Ago
mortar blockout + mortar ammunition
23 Days Ago
scrapframe shutter V values
23 Days Ago
More commands: playerboat.kill_all_above_block_count - kills all boats above specified block count playerboat.print_stats - prints the block count and other child count of all boats
23 Days Ago
Add menu option to toggle shutter of shutter frames (IO takes priority)
23 Days Ago
added params for default tiling and offset for shutters
23 Days Ago
correct Y offset values for shutter frames
23 Days Ago
lightup frame scripts integration
23 Days Ago
Add menu item to cache placement snap directions. Realm remove transforms from blocks.
23 Days Ago
fix inventory of scrap frames
23 Days Ago
set goldframe large slots back to 1
23 Days Ago
Initial script integration for shutter frames, without proper UV offset values, remove debug log from baseentity
23 Days Ago
Clean: dead code removal Tests: none, trivial change
23 Days Ago
Bugfix: OcclusionGroup - handle sleeper edge cases - when player disconnects, clean itself up from non-local occlusion groups - when sleeper moves, unsubscribe from occlusion groups go out of range or don't have a local player Tests: unit tests, all pass (yay)
23 Days Ago
- New scientist setup for both boats - Increased turret max attack distance 75 -> 125 - Cleanup
23 Days Ago
scrapmirror large mirror made hidden again (unused), tweaked shutter V value so its a bit higher so it doesnt obscure painting
23 Days Ago
RHIB Scientists now use LR300s - not MP5s
23 Days Ago
Seperate out rhib ai driver and pt boat ai driver into seperate prefabs so each can be loaded properly This fixes the loaded version of boat ai having worse stats than the regular fresh spawned version
23 Days Ago
RHIB Scientists can attack players at a way higher range 30 -> 70
23 Days Ago
added alex's stretching fixes to ornate and lightup standing mirrors, fixed label text on ornate standing clipping
23 Days Ago
- Fix some issues with position generators and exclusive mission points - Fix issues relating to player state missions data and resetting player state
23 Days Ago
Picture frames - fixed text box clipping with mesh on medium ornate frame
23 Days Ago
main -> boatai_balancing_changes
23 Days Ago
tanky_ai_load_fix