userGriglercancel
reporust_rebootcancel

1,296 Commits over 548 Days - 0.10cph!

4 Hours Ago
merge from boat_wall_trigger_improvements
4 Hours Ago
merge from ramp_plank_parenting_fix
4 Hours Ago
merge from kinematic_shoredrift_fix
4 Hours Ago
merge from trigger_parent_nre_fix
Today
rebuild censor chunks and reapply properly when censorsigns changes
Today
merge from obb_test
Today
removed 3D gaussian blur entirely, it was too slow
Today
split censoring XYZ segment counts and convarred, defaulting to (4,5,4)
Today
local-region OBB pointcloud fitting
Today
slight cleanup, disabling blur for now
Yesterday
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
Yesterday
merge from parent
Yesterday
handle height comparison on all bake shore vector data when applying, only 1 of the 4 data arrays was doing it correctly
2 Days Ago
invalidating cached BaseEntity for TriggerParent OnTransformParentChanged - fixes boats not parenting you again after editing them
2 Days Ago
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2 Days Ago
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2 Days Ago
merge from fixedupdate_cleanup
2 Days Ago
TriggerForce also uses a cancellable InvokeFixedTime based on empty state
2 Days Ago
split JunkPileWater FixedUpdate into timed InvokeRandomized to replace nextPlayerCheck timer and UpdateMovementFixedTick on InvokeRepeatingFixedTime only when a player is nearby
2 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
2 Days Ago
removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
3 Days Ago
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3 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
3 Days Ago
don't try and modify velocity of kinematic bodies that are undergoing shoredrift
3 Days Ago
improved transform access
3 Days Ago
don't touch any tick interpolator stuff for NPCs during MovePosition
3 Days Ago
merge from triggerparent_pooling_leak
3 Days Ago
bake shore vectors in s2p, required changing s2p to run as an editor coroutine which needs more testing
3 Days Ago
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3 Days Ago
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3 Days Ago
switched out parent triggers on plank and small_ramp deployables to use delayed exit
4 Days Ago
4 Days Ago
merge from ice_sculptures2 - renamed old christmas2025_dlc/ice_sculpture to get it out the way, the merges were too broken
4 Days Ago
4 Days Ago
mrege from parent
4 Days Ago
merge from ice_sculptures2, kept source to override previous merge from older changeset
4 Days Ago
extended boat wall parent triggers upwards, handles low walls on top without a floor piece much better
4 Days Ago
cleaned up leak in TriggerParent.IsClipping
7 Days Ago
merge from wall_parenting_triggers
7 Days Ago
handle boat building blocks potentially having a set of parenting triggers from conditional models, added parenting triggers to wall variant prefabs - didn't add them to low walls as they should always be in the volume of a foundation/wall anyway
8 Days Ago
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8 Days Ago
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8 Days Ago
shift DeployAndEditCooldown to the end of the frame, the Busy flag it sets messes with some vehicle initialization behaviour otherwise
9 Days Ago
removed TerrainCollisionTrigger component that shouldn't have been on PTBoat
9 Days Ago
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9 Days Ago
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9 Days Ago
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9 Days Ago
don't let you push a PlayerBoat if you're parented to it