138,929 Commits over 4,474 Days - 1.29cph!

11 Months Ago
rename and reorganise media
11 Months Ago
Phrases
11 Months Ago
Add more media for exhibit pack
11 Months Ago
Check for storage adaptor too
11 Months Ago
Merge from naval_update
11 Months Ago
subtract Attackheli_Buildvolume 129549
11 Months Ago
merge from string_light_batching_crash
11 Months Ago
merge from decor_lighting_dlc
11 Months Ago
merge from spotlight_research/Chandelier_power
11 Months Ago
Merge from deep_sea
11 Months Ago
11 Months Ago
Fixed incorrect pickup message
11 Months Ago
Fix wall cabinet being able to be picked up when locked
11 Months Ago
Fixed the ceiling light top bleed Fixed secondary light being a different color Removed distance flare (not used for player spawned stuff) Slightly lowered LOD cull distances as they were carried from some static lights. Small polish on light/shadow settings.
11 Months Ago
Merge from naval_update
11 Months Ago
Merge from main
11 Months Ago
set fabric and leather beanbags to give same recycle output as chair
11 Months Ago
Turned shadow casting off floating walkway kits to improve perf
11 Months Ago
changed leather beanbag pickup from fabric to leather
11 Months Ago
Updated mannequin part paths
11 Months Ago
Fix label TC auth not working properly when the player has no building priv
11 Months Ago
Players parented to (riding) the hot air balloon will now be marked hostile for 60s when the hot air balloon crushes another player by landing on them. This follows a similar setup to the modular car kill triggers in using the TriggerHurtNotChild script and IHurtTriggerUser interface to return the damage initiator player - the first player found is marked as the damage initiator and all other players are manually marked hostile. - Tested in editor killing a spawned player whilst riding the hot air balloon and correctly being marked hostile
11 Months Ago
Merge: from baseplayer_serverupdateparallel - Bugfix: PlayerCache can no longer desync when disabling UsePlayerUpdateJobs - Optim: removed couple extra allocs in UsePlayerUpdateJobs 2 Tests: ran unit tests + bunch of disable-enable of UsePlayerUpdateJobs in local session
11 Months Ago
Merge: from main
11 Months Ago
Bugfix: invalidate all non-null managed objects - Previously it allowed for UnityNull objects to be skipped, leading to desync of StableObjectCache Tests: ran PlayerCacheTests.StressTest - it now passes
11 Months Ago
Update: ammend PlayerCacheTests.StressTest to trigger cleanup causing desync with StableObjectCache Tests: ran test, failing as expected
11 Months Ago
Fixed clipping issue with life ring
11 Months Ago
Optim: UsePlayerUpdateJobs 2 - get rid of ExecutionContext copies when aggregating tasks in SendEntitySnapshots and -WithChildren Tests: none, trivial change
11 Months Ago
Fix IsNavmeshBuilt returning true while navmesh is still async building
11 Months Ago
Add culling based on distance
11 Months Ago
Do not reset "stopAtDestination" when end of path reached, that defeats the purpose, as we want to keep moving even after reaching the end
11 Months Ago
small engine blockout for modular boats
11 Months Ago
Store start/end positions during jobs, add `laserbeam.useJobs` convar to allow for toggling the new jobified laser beams.
11 Months Ago
Rebase on /main 🤞🏻
11 Months Ago
Optimise laser beams by moving them to jobs
11 Months Ago
Split dispatches per LOD, enable camera culling per cell, improve use of groupshared memory, enable renderer in editor, and add LOD distribution slider.
11 Months Ago
PT Boat Naming Update
11 Months Ago
Merge from main
11 Months Ago
fluorescentlight userCraftable fix
11 Months Ago
Merge: from sleepignbag_assign_to_friend_bug - Bugfixes for sleeping bag friend assignation, making private and "make bed" action not replicating to the new owner fully - Added sleepingbag.assigntoplayer <bag entity id> and clearfromplayer <bag entity id> server vars for testing Tests: spawned sleeping bag and bed and used above functionaility while assigning/clearing from self - was visible on map when expected.
11 Months Ago
added extra col shapes to deck crane and fixed smoothing on LOD3
11 Months Ago
Merge from scientist_rhib
11 Months Ago
Bugfix: fix Make Bed and Set Public bed interactions Tests: spawned a bed_deployed, assigned to self, made public (visible on map), cleared from self (no longer visible), used make bed (visible). Made private - still visible on map
11 Months Ago
Bugfix: SleepingBag.AssignToFriend now correctly replicates updated spawn options for new owner player - added sleepingbag.assigntoplayer and sleepingbag.clearfromplayer server vars Tests: deployed an unassigned bag, used above command to assign to self - it was visible on minimap
11 Months Ago
More dock lighting
11 Months Ago
Deleted scientist RHIB test mesh that was causing errors.
11 Months Ago
Tweaked dock lighting
11 Months Ago
merge from naval update
11 Months Ago
some quick tweaks to prefabs, rhib and deck cranes