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6,894 Commits over 1,096 Days - 0.26cph!

2 Hours Ago
boataicoordinate_tryclaim_fix -> main (broken merge last time)
2 Hours Ago
boataicoordinate_tryclaim_fix -> main
2 Hours Ago
Ensure dead drivers dont keep stale HasDriver flags around
2 Hours Ago
boataicoordinate_tryclaim_fix -> main
2 Hours Ago
boat_ai_movement_improvements -> main
2 Hours Ago
workshopskin_warmup_server -> main
2 Hours Ago
repairbench_reskin_stall_fix -> main
2 Hours Ago
radiation_watergun_fix -> main
2 Hours Ago
Fixed the NRE in BoatAICoordination.TryClaimTarget
3 Hours Ago
- Minor code cleanup
3 Hours Ago
Greatly improve the movement and avoidance code of the scientist boat ai - Sientist boats steer smoothly instead of weaving side to side, and reliably get themselves unstuck - Context steering uses 16 directions and steers between them instead of snapping to the nearest 45°, which caused a sawtooth style effect (even though we were lerping) - Fixed the stuck reverse never triggering above 32fps, (it measured speed from position change between AI ticks which was 0 most frames) - Boats back off and swing round when stalled, aground or too close to make a turn, and follow an obstacle round when they stop closing on a blocked target - Fixed patrolling boats circling off the shore forever when their orbit point lands on land
Fixed servers stalling for up to ~200ms when a player crafts a workshop skinned item for the first time after a restart or steam definitions update - The steam item definitions warmup now runs on the server too, it was client only so dedicated servers always read them cold - Also warms WorkshopId, (HasWorkshopSkin reads it for every owned item and each cold read is a native Steamworks call) - Moved SteamItemDefinitionWarmup out of the Client folder 7.81ms -> 0.07ms on first call
Fixed repair bench reskins freezing the server for ~0.7s after a steam item definitions update - Reskinning a redirect back to default or to a workshop skin went through skins2, scanning every steam definition - Now a direct definition lookup, 1275ms -> 0.66ms in editor. Was happening ~95 times a day across official servers
Fix streams in waterguns not being colored for radwater
- Ensure boats spawn on the edge then travel inwards - Code cleanup
Use own custom convar for egress
- 1-2 boat groups will spawn every 5-8 hours (spawn together) - Each individual group gets a random lifetime of 30-60 minutes before egress
Cant take the pt boat out of the deepsea (just like the other boats)
boat_scientists_improvements -> main
Only attempt turns when we can actually see the player
boat_scientist_improvements -> main
- Give up players if you've been chasing them for a while - Pursue for a max set of meters unless that player shoost you
replicated_convar_error_change -> main
item_pool_expansion -> main
sprinkler_fixes -> main
radwater_color_throw_fix -> main
- Swap to another target if the boats main target is obstructed - Otherwise decide to bail if the target has been hidden for a long time
If the target is no longer valid then move on to someone we can see, or bail out
If none of the crew of a scientist boat can see the target player then turn the boat around so it can face them
Swap 'Replicated convar not found on client' to a warning for this patch I previously marked replicated convars as saved, so everyone will get replicated errors the first time they join a staging server as everything regenerates (fine to swap back to an error next patch)
Item pool 512 -> 2,048 We really should have a bigger default item pool. We are consistently overflowing it. - Do Remove works in batches - Loot container resets in batches
Yesterday
- Fixed sprinklers sometimes skipping splashes when their barrel rechecks its drain - Fixed sprinklers sometimes having a null fuel type for .1 seconds - Fixes radwater tint flicker on circuit and output changes
Yesterday
Radwater splashes use green effect variants; sprinklers no longer start with plain water - Viewmodel support - Water gun/pistol support - ParticleSystemTint is no longer an IEffect
Yesterday
Merge fixes
Yesterday
main -> network_lods (breaking)
3 Days Ago
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3 Days Ago
- Net LODs use 16m position cells for all ranges instead of cached group lists - Set network lods to be off by default - Profiling - Code cleanup
4 Days Ago
Cleaner way for the client to grab lod ring on its side
4 Days Ago
Minor code cleanup
5 Days Ago
Swap net lods to use distance comparisons instead of cells to ensure its consistent between small and large network entity settings
5 Days Ago
main -> network_lods
5 Days Ago
- Massive code cleanup - Reduce/remove a bunch of un-needed allocations - Remove some un-needed procedural eye code
5 Days Ago
- Use idle breathing instead of regular idles when up close. - Dont use idle 2 and 7
5 Days Ago
Add support to be able to skip certain clips when zoomed in on the head so we can bypass larger head movements when zoomed right in
5 Days Ago
More merge fixes - Codegen
5 Days Ago
Merge fixes
5 Days Ago
Fix entering play mode trying to change generate biome/place monument settings
5 Days Ago
simple_creator_v2 -> main
5 Days Ago
main -> character_customisation (breaking)
5 Days Ago
New cleaned up simple map creator to replace the overengineered rubbish before - Create maps with certain monuments - Create maps with certain biomes - Force spawn one specific monument - Force spawn in specific biomes