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12,494 Commits over 2,588 Days - 0.20cph!

Today
Merge from hlod_improvements_aug_26
Today
More than doubled the speed of the MeshTrimmer stage of HLOD generation Only readback the texture once, not per ray Neighbouring tris now start with the successful ray of the previous triangle as that's likely to be valid Do the dot product check before the ray, halves the number of rays Removed a bunch of allocations (it's editor code, but still useful) Full S2p with HLODs: Launch Site 9:33 -> 2:18 Water Treatment -> 2:23 -> 0:51 S2P Launch site
Today
Fixed previous HLODBounds BiomeVIsual changes accidentally including LOD components in a HLOD mesh that were outside of the range of the bounds Only really an issue at launch site as it's the only monument where we run 2 HLODs, all other monuments use 1
Today
Merge from main
Today
Added decay to monument blockers Has an initial grace period where no decay will occur (DecayGracePeriodMinutes on prefab, default 12 hours), after that will apply DecayPerMinuteTick (1) damage per minute Added debug.addmonumentblockergrace to process artificial time to the grace period for testing and debug.printmonumentblocker to print the current blocker results Time is saved through server restarts and scaled by timescale but will not take into account time spent offline Also fixed a sneaky bug that restored blocker health to full on every server restart
Today
Merge from main
Today
Merge from deepsea_terrain_everywhere
Today
Fix foliage not loading when DeepSea.terrain_everywhere is enabled
Today
Merge from main
Yesterday
Merge from marketplace_power
Yesterday
Flag fix, tests now pass
Yesterday
AI select/move commands now work on multiple animals Added ai.selectinrange convar Added ai.deselectnpc convar When ordering multiple NPC's to a location they all receive an offset so they don't all pathfind to the exact same spot
Yesterday
Merge from npc_vending_optim
Yesterday
Remove gibbable component from all NPCVendingMachines, also optimised some renderers into MeshLOD
Yesterday
Merge from rendererlod_collapse_improvements
Yesterday
Revert ziggurat pipe LOD change, S2P
Yesterday
Merge from main
Yesterday
Merge from vm_hand_spawn
Yesterday
Merge from PlayerRigUpdate2
Yesterday
Fixed WireTool not overriding 3p_stance-idle_relax_running
Yesterday
Merge from main
Yesterday
Merge from AugustQuickfire_Buffs1
Yesterday
Merge from AugustQuickfire_2Pie2Furious
Yesterday
Merge from car_wheel_fix
Yesterday
Merge from white_firework_boomer
Yesterday
Merge from new_navmesh_fixes (discarded testlist changes, will regenerate once merges are done)
Yesterday
Merge from reduce_nade_stack_size
Yesterday
Merge from homing_launcher_tweaks
Yesterday
Merge from semi_pistol_tweaks
Yesterday
Merge from launchsite_walkway
Yesterday
Merge from new_achievements_sep26 (clan achievements)
Yesterday
Score achievement is now awarded when earning any score, not at a threshold
Yesterday
Merge from main
Yesterday
Merge from tc_auth_group_tests
Yesterday
Added info about the current group tax applied when hovering over the upkeep cost in the TC loot panel
Yesterday
Merge from main
Yesterday
Merge from marketplace_power
Yesterday
Hooked up a power icon on the marketplace terminal when the marketplace isn't powered
2 Days Ago
Some market terminal UI to explain the system
3 Days Ago
Hooked up sale info in-game UI
3 Days Ago
Create new SellAnimals and AnimalSalePreview dialogue panels First one lists all nearby animals that are following the player (and can be sold) and the other shows what you will receive for selling that animal No rewards hooked up yet, just panel flow
3 Days Ago
Rework power mechanic Marketplace will start charging once the powerplant has 4 or more fuses, once it reaches 50% it can start accepting orders With 4 fuses in the powerplant it will take 21 minutes to charge to 50%, 5 minutes if the powerplant is completely full If the power plant has at least one fuse active the charge will not decrease Power is no longer deducted per transaction
3 Days Ago
Stables_b is now playable in editor Start of boilerplate animal selling mechanic, just set up NPC and basic conversation for now
3 Days Ago
Merge from main
3 Days Ago
Merge from monument_blockers_fixes
3 Days Ago
Show health bar when hitting monument blockers Hacky fix, had to create a new IHealthBarDisplay interface as ResourceEntity isn't a BaseCombatEntity Removed StageResourceEntity.ResourceUpdate RPC, it wasn't used anywhere
3 Days Ago
Group upkeep modifier now takes into account any unique players authed on a code lock If a player is not authed on a TC but is authed on a code lock controlled by that TC then they will contribute to upkeep costs Runs through the same 24h window as TC auth Can be disabled via decay.upkeep_group_count_locks Added tests to verify behaviour
3 Days Ago
Merge from main
3 Days Ago
Merge from modular_car_handling_improvements
3 Days Ago
Minor tweaks Prevent players using toggle duck getting stuck with handbrake on Apply the raw tyre force regardless of whether the handbrake is on Fixed non car vehicles getting affected by handbrake changes (check if a wheel is handbraked, not just if it's the front wheel)