131,584 Commits over 4,232 Days - 1.30cph!

Yesterday
Update: consolidate various editor tools in Tools/Engine Tools top menu still doesn't fit on my 1080p screen .-. Tests: checked the Tool menu
Yesterday
Update: Update ServerProfiler.Core binaries to release - built from 6737a87e Tests: perfsnapshot in editor, used jit viewer
Yesterday
refactored mesh generation to use a fixed size pool of generators over multiple frames, removes a huge amount of the fixed memory cost of each sculpture
Yesterday
Switch new convars to replicated for UI. Add BoatBuildingStation.EditFinishUseInterval convar. Small refactor.
Yesterday
Ensure boats dont wander out of protection areas (if they have one)
Yesterday
Merge: from main
Yesterday
Update to version 1.13.11
Yesterday
npc aim refactor first pass
Yesterday
naval_update -> scientist_boat_ai
Yesterday
naval_update -> turret_head_animations
Yesterday
Added PlayerBoat.EditEnabled and PlayerBoat.FinishEditingEnabled convars.
Yesterday
naval_update -> blueprint_viewmodel
Yesterday
Merge from parent
Yesterday
fixed setcolormenu not showing properly
Yesterday
better additive sculpting plane handling, only paints onto plane and doesn't create towers of additive shapes
Yesterday
updated manifest
Yesterday
temp playground.charms scene
Yesterday
Slight tweak to emissive map
Yesterday
fixed OBB rotation being in the wrong space
Yesterday
codegen
Yesterday
merge from main
Yesterday
merge from attachment_reposition
Yesterday
merge from main
Yesterday
added boat door icon
Yesterday
Adjusted orange deploy guide to not be so bright
Yesterday
Removed a pile of trash bags inside the casino barge, wasn't visible Culling volume NRE fix
Yesterday
Merge latest Indirect Instancing changes. This is a big one, but it's still disabled by default.
Yesterday
CodeGen
Yesterday
Merge from floating_cities
Yesterday
Fixed floating_walkway_plastic_300x150_a.prefab RendererLOD not hooked up Fixed floating_city_3 central casino barge not using the correct mesh and not rendering in gameplay Added a MeshLOD to improvised_walkway_railing_wood_150x150_corner_a
Yesterday
Ensure once again that Indirect Instancing is disabled by default and advanced debug ConVars are only available in debug builds.
Yesterday
Rebase on /main
Yesterday
Merge from parent
Yesterday
Yesterday
Gate behaviour behind server.repositionAttachmentsOnReskin convar just in case Cleanup
Yesterday
Inputs as well
Yesterday
Recalculate final position of line for outputs (still need inputs)
Yesterday
Backpack charms
Yesterday
WIP moving attachments around to match the new attachment positions when reskinning objects with spraycan
Yesterday
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Yesterday
Don't run two cameras, it confuses the viewmodel camera system. Instead use one camera and reposition it to match the orbit camera, this matches the regular game behaviour of switching between the game camera and debug cam Marked some button lists as non static so domain reloads can be disabled, still has some issues
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Arctic biome stuff
Yesterday
AccessoryManager prefab wip implementation
Yesterday
merge from main
Yesterday
Frogboot charm art assets & prefab setup
Yesterday
Arctic biome revamp
3 Days Ago
Filename consistency
3 Days Ago
Tuned down daytime atmosphere haze in arctic and tundra biomes a bit (not savas specific)