133,499 Commits over 4,262 Days - 1.31cph!

Yesterday
Merge from client_request_mission_states
Yesterday
Merge from naval_update
Yesterday
merge from main
Yesterday
added space lr-300 store specific icon
Yesterday
merge from space_station_weapon_skin
Yesterday
Disabled GPU instancing on RHIB materials to fix incorrect occlusion and normal maps
Yesterday
ironsight target tweak
Yesterday
merge from space_station_weapon_skin
Yesterday
tidy up of SSS profiles. Shared profiles across 12th birthday cake and candle hat, removed mummy mask, frankenstein mask, latex balloon, old birthday cakes, ruistige egg G. We're now at 13
Yesterday
Merge from space_station_weapon_skin
Yesterday
Fix warning spam on viewmodel
Yesterday
Male mummy wraps full body reposed
Yesterday
Prevent createdeepsea from running if deepsea.enabled is false
Yesterday
merge from fixedupdate_cleanup
Yesterday
BoatAI now checks for obstacles 5x less than what it used to (reduce avoidance_update_interval). Results are still decent enough to use and will greatly reduce the amount of time we are spending on repeated obstacle searches.
Yesterday
TriggerForce also uses a cancellable InvokeFixedTime based on empty state
Yesterday
Reduce underwater_drag_budget_ms default to 0.05 (was 0.1)
Yesterday
split JunkPileWater FixedUpdate into timed InvokeRandomized to replace nextPlayerCheck timer and UpdateMovementFixedTick on InvokeRepeatingFixedTime only when a player is nearby
Yesterday
Add null checks to various places in PlayerBoatSounds.
Yesterday
Disable nav mesh obstacle carving on LootContainers spawned in the deep sea (can be controlled with debug.disableLootNavObstaclesInDeepSea convar) Strip all NavMeshObstacles on floating cities
Yesterday
Fixed deep sea not killing network limited entities when closing, leaking them after every deep sea wipe (metal detector sources)
Yesterday
merge from deepsea_leak_fix
Yesterday
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
Yesterday
naval_update -> mountedturrets_fixes (broken everything)
Yesterday
Merge from naval_update
Yesterday
Merge: from triggerparentdelayedexit_optim - Optim: sped up noclip check via OOB broadphase + reduced tick count + added BaseEntity caching Tests: hopped around the boat
Yesterday
Merge: from opt_triggerparent_timeslice - Optim: reduced component accesses and added support for triggerparent.ontick timeslicing Tests: jumped around the boat
Yesterday
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Yesterday
naval_update -> mountedturret_fixes
Yesterday
merge from deepsea_disabled_fix
Yesterday
Fixed deepsea.enable false not killing past saved deep sea - Deep sea manager is now always created regardless of deepsea.enabled - When initialized, if deepsea.enabled is false, deep sea is closed and the manager is destroyed right after
Yesterday
JunkpileWaterWorkQueue frame budget now defaults to 0.05ms (was 0.25)
Yesterday
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Yesterday
removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
Yesterday
fixed skinning issues
Yesterday
Merge from naval_update, revert oilrig scientists
Yesterday
Merge from revert_oildrig_scientists
Yesterday
Convared the distance within players wake up boat scientist AI
Yesterday
merge from spacestation_storepages
Yesterday
merge from spacestation_storepages - added media for building skin and added correct icon to sitem
Yesterday
Use old scientists on both oilrigs
Yesterday
ai.npc_spawn_on_deep_sea_islands default to false
Yesterday
Added Water Bucket Refresh Viewmodel and Worldmodel
Yesterday
Added Water Bucket Textures Setup Water Bucket Materials
Yesterday
Setup Water Bucket Refresh Folder Structure
Yesterday
added in lewis's much better space station building skin cover images
Yesterday
space station media for store - not hooked up yet. Space station icon hooked up to sitem
Yesterday
Fixing cannon mesh loops
Yesterday
Update: reorder clipping entities check to fast-exit on corpses Tests: none, trivial change
Yesterday
Clean: remove duplicate IsDestroyed check It's already checked as part of ToBaseEntity and our caching Entity Tests: none, trivial change