135,186 Commits over 4,293 Days - 1.31cph!

3 Hours Ago
Merge from UpdatedVisibleHolsteredItems_gc_fix
3 Hours Ago
Removed Linq usage from UpdatedVisibleHolsteredItems, saves some GC
4 Hours Ago
Replace TravellingVendor's FetchTargets Vis lookup with a quick iteration over subscribed connections, shuold be faster (in theory, couldn't reproduce slow physics in the editor)
5 Hours Ago
Merge from main
6 Hours Ago
Move ConVars to terrain ConVars Add terrain renderer to WorldSetup Add terrain mesh culling toggle
Today
Merge from main Conflicts on w_sks_rig.fbx and associated meta file, used the version from main as that's technically the latest but this will stomp the changes made in 129608 (29/08/2025) Auto merge PlayerModel.cs conflict
Today
Merge in error spam scene fix.
Yesterday
fix error spam in edit mode on island scenes
Yesterday
fixed SKS skinnable downloadable mesh filepaths
Yesterday
Underrwater breath bubble improvements. No longer fixed above your head no matter how you move.
Yesterday
Deep sea ocean color tweaks.
Yesterday
Fixed ocean fogging radically changing when approaching the ocean surface. Various more deep sea ocean tweaks.
Yesterday
Reverted missing imposter fix on a couple of palm variants. Both tropical and desert. (It was intentional) Undeleted their materials.
2 Days Ago
Merge from discord_sdk_1.8
2 Days Ago
Update manifest again - RHIBDriver had import error locally?
2 Days Ago
Commit paintball gun code progress
2 Days Ago
Last compile fix, tm.
2 Days Ago
Another burst compile error
2 Days Ago
fixed scrap XXL and XL, lightup XL guide meshes missing, tweaked collision surface types on all frames to be realistic
2 Days Ago
disabled off repair on frames
2 Days Ago
Fix burst compile error
2 Days Ago
Fix NRE in Construction.DoPrepare() when allSockets is null
2 Days Ago
tweaked deploy on paintable reactive target and fixed offset paintable collision on ornate frame xxl
2 Days Ago
Start by updating the manifest
2 Days Ago
merge back buoyancy_improvements. shared static buffer size changed - pulling this changeset requires an editor restart.
2 Days Ago
Add readonly container for ocean simulation data to make parallel use a bit more sane, it was previously just disabling all read/write restictions.
2 Days Ago
Fix native grid not having a non unique add method like the managed version.
2 Days Ago
Fix performance degradation over time in buoyancy batching from growing point arrays, this basically prevented buoyancy from sleeping. Sub array all buffers to let them shrink back down.
2 Days Ago
resized a lot of frame textures, removed unused ones, added plugs to all scrap frames
2 Days Ago
Deleted floating props from Floating City 4, ran S2P
2 Days Ago
Requests for what missions are valid on the server are now run on a work queue
2 Days Ago
Fix "Couldn't create player_connect event" appearing on success Apply some NPE checks to render data cache Fix player model eyes pointing elsewhere when singleplayer is paused Minor cleanup Added vec = game.GetWindSpeed( vec pos = nil ) * Optional arg that takes into account wind controllers with radius above -1 * Without arg = only use the global controller (if one exists) * position argument unfortunately will not do anything on client yet because the env_wind position is never networked to the clients * Function is shared
2 Days Ago
Tests: OcclusionGroupTests - TestNew_MoveOther (8) Simulates other players going through observer's network range. Have a separate CL that makes this test pass, but not sure I like the final result - will try to rewrite it all through a different approach to be simpler. Tests: ran unit tests, they fail without extra changes
2 Days Ago
frame Y values on shutter again
2 Days Ago
painting reactive target IO handles, updated manifest
2 Days Ago
lightup frame correct IO placements
2 Days Ago
mortar blockout + mortar ammunition
2 Days Ago
scrapframe shutter V values
2 Days Ago
More commands: playerboat.kill_all_above_block_count - kills all boats above specified block count playerboat.print_stats - prints the block count and other child count of all boats
2 Days Ago
Add menu option to toggle shutter of shutter frames (IO takes priority)
2 Days Ago
added params for default tiling and offset for shutters
2 Days Ago
correct Y offset values for shutter frames
2 Days Ago
lightup frame scripts integration
2 Days Ago
Add menu item to cache placement snap directions. Realm remove transforms from blocks.
3 Days Ago
fix inventory of scrap frames
3 Days Ago
set goldframe large slots back to 1
3 Days Ago
Initial script integration for shutter frames, without proper UV offset values, remove debug log from baseentity
3 Days Ago
Clean: dead code removal Tests: none, trivial change
3 Days Ago
Bugfix: OcclusionGroup - handle sleeper edge cases - when player disconnects, clean itself up from non-local occlusion groups - when sleeper moves, unsubscribe from occlusion groups go out of range or don't have a local player Tests: unit tests, all pass (yay)
3 Days Ago
- New scientist setup for both boats - Increased turret max attack distance 75 -> 125 - Cleanup