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1,307 Commits over 548 Days - 0.10cph!

Today
merge from better_smoothing
Today
hooked smoothing up to brush hardness in the GUI re-mapping 0-1 values to sane internal values
Today
code support for SmoothMin and SmoothMax to allow per-modifier smoothing to be applied (using as a standin for brush hardness or smoothing)
Today
moved ice block to Deployed layer
Today
removed old movement/bullet blocker setup and other cleanup
Today
stopped some unecessary cube marching enqueues when placed
Today
merge from censoring
Today
corrected mesh ID used for physics mesh bake, also kick off the async bake jobs with ScheduleBatchedJobs for sanity as we want them to start asap to reduce the chance of them still needing to finish work when they are completed in the next FixedUpdate
Today
fixed wrong physics mesh assignment and server compile errors
Today
separate collision mesh generation from visual, still works assigning the same mesh to both - lets us have consistent collision between censoredsigns being enabled/disabled
Today
experimenting with disabling Physics.autoTransformSync during the mountables VehicleFixedUpdate - would likely have some consequences, but there's too many cases to easily test
4 Days Ago
merge from boat_wall_trigger_improvements
4 Days Ago
merge from ramp_plank_parenting_fix
4 Days Ago
merge from kinematic_shoredrift_fix
4 Days Ago
merge from trigger_parent_nre_fix
5 Days Ago
rebuild censor chunks and reapply properly when censorsigns changes
5 Days Ago
merge from obb_test
5 Days Ago
removed 3D gaussian blur entirely, it was too slow
5 Days Ago
split censoring XYZ segment counts and convarred, defaulting to (4,5,4)
5 Days Ago
local-region OBB pointcloud fitting
5 Days Ago
slight cleanup, disabling blur for now
5 Days Ago
5 Days Ago
very slow starting point for censored mesh creation for HideSigns mode - break down chunks into set of local bounds - approximate bounds with sphere SDFs - single 3D gaussian blur step to crunch up the spheres
6 Days Ago
merge from parent
6 Days Ago
handle height comparison on all bake shore vector data when applying, only 1 of the 4 data arrays was doing it correctly
6 Days Ago
invalidating cached BaseEntity for TriggerParent OnTransformParentChanged - fixes boats not parenting you again after editing them
6 Days Ago
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6 Days Ago
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7 Days Ago
merge from fixedupdate_cleanup
7 Days Ago
TriggerForce also uses a cancellable InvokeFixedTime based on empty state
7 Days Ago
split JunkPileWater FixedUpdate into timed InvokeRandomized to replace nextPlayerCheck timer and UpdateMovementFixedTick on InvokeRepeatingFixedTime only when a player is nearby
7 Days Ago
removed FixedUpdate from TriggerPlayerForce in favour of cancellable FixedTime reapting invokes based on trigger contents - we have a lot more of these with boats now
7 Days Ago
removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
7 Days Ago
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7 Days Ago
Islands cleanup job, stops any loose disconnected bits hanging around - bit of an odd one, requires a flood fill that touches any cells above the iso threshold but not to traverse beyond them or we end up ruining the vertex interpolation
8 Days Ago
don't try and modify velocity of kinematic bodies that are undergoing shoredrift
8 Days Ago
improved transform access
8 Days Ago
don't touch any tick interpolator stuff for NPCs during MovePosition
8 Days Ago
merge from triggerparent_pooling_leak
8 Days Ago
bake shore vectors in s2p, required changing s2p to run as an editor coroutine which needs more testing
8 Days Ago
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8 Days Ago
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8 Days Ago
switched out parent triggers on plank and small_ramp deployables to use delayed exit
8 Days Ago
8 Days Ago
merge from ice_sculptures2 - renamed old christmas2025_dlc/ice_sculpture to get it out the way, the merges were too broken
8 Days Ago
9 Days Ago
mrege from parent
9 Days Ago
merge from ice_sculptures2, kept source to override previous merge from older changeset
9 Days Ago
extended boat wall parent triggers upwards, handles low walls on top without a floor piece much better