136,452 Commits over 4,444 Days - 1.28cph!

10 Months Ago
final LOD bakes for the ghost ships, double res + downsampling for quality
10 Months Ago
Added ground watch to ceiling light and Chandelier
10 Months Ago
naval_update -> scientist_boat_ai
10 Months Ago
take 2 on tentative pooling fix for mannequin posing
10 Months Ago
subtract commit 129922, includes extra files
10 Months Ago
tentative pooling issue fix for mannequin
10 Months Ago
Improved radiation consistency at the main entrance and cave entrance of military tunnels with more sphere and box radiation triggers. Ran S2P Before: https://files.facepunch.com/jacob/1b0211b1/33YoiGKzIf.jpg After: https://files.facepunch.com/jacob/1b0211b1/6am3EFYeP4.jpg
10 Months Ago
Recycler shed now uses a box collider for radiation rather than a sphere so you only get rads when at the recycler or very close to the building
10 Months Ago
Player built boats can now enter the deep sea: TriggerDeepSeaPortal now fowards the parent PlayerBoat entity if the triggering entity is a BoatBuildingBlock
10 Months Ago
merge from naval_update to get the latest TriggerRadiation.cs
10 Months Ago
More post merge fixes. Restored naval items/phrases. New test save for deep sea boat testing.
10 Months Ago
Tropical cliff files.
10 Months Ago
Updated Plushie 02 textures and materials, rendered new icon
10 Months Ago
Tropical cliff variant.
10 Months Ago
Manifest after merge
10 Months Ago
fix censornudity convar NRE with mannequins
10 Months Ago
fix weird circle in sky if vclouds are never enabled and there's sky rotation applied
10 Months Ago
fix for client colliders on deployables breaking server PlayerBoat (listen server only) - BoatBuildingBlock reports added children to parent entity and brute-force ignores children between client/server, bit gross but works for now
10 Months Ago
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10 Months Ago
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10 Months Ago
Replace parallel for with normal for loops as it doesn't seem possible to completely get rid of their allocation (tried caching actions, extracting state, reimplementing with tasks, unitask, threadpool... those allocate less but still do)
10 Months Ago
Remove alloc in ExtractMesh
10 Months Ago
enabled shadows on sleeping bag model
10 Months Ago
rename and reorganise media
10 Months Ago
Phrases
10 Months Ago
Add more media for exhibit pack
10 Months Ago
Check for storage adaptor too
10 Months Ago
Merge from naval_update
10 Months Ago
subtract Attackheli_Buildvolume 129549
10 Months Ago
merge from string_light_batching_crash
10 Months Ago
merge from decor_lighting_dlc
10 Months Ago
merge from spotlight_research/Chandelier_power
10 Months Ago
Merge from deep_sea
10 Months Ago
10 Months Ago
Fixed incorrect pickup message
10 Months Ago
Fix wall cabinet being able to be picked up when locked
10 Months Ago
Fixed the ceiling light top bleed Fixed secondary light being a different color Removed distance flare (not used for player spawned stuff) Slightly lowered LOD cull distances as they were carried from some static lights. Small polish on light/shadow settings.
10 Months Ago
Merge from naval_update
10 Months Ago
Merge from main
10 Months Ago
set fabric and leather beanbags to give same recycle output as chair
10 Months Ago
Turned shadow casting off floating walkway kits to improve perf
10 Months Ago
changed leather beanbag pickup from fabric to leather
10 Months Ago
Updated mannequin part paths
10 Months Ago
Fix label TC auth not working properly when the player has no building priv
10 Months Ago
Players parented to (riding) the hot air balloon will now be marked hostile for 60s when the hot air balloon crushes another player by landing on them. This follows a similar setup to the modular car kill triggers in using the TriggerHurtNotChild script and IHurtTriggerUser interface to return the damage initiator player - the first player found is marked as the damage initiator and all other players are manually marked hostile. - Tested in editor killing a spawned player whilst riding the hot air balloon and correctly being marked hostile
10 Months Ago
Merge: from baseplayer_serverupdateparallel - Bugfix: PlayerCache can no longer desync when disabling UsePlayerUpdateJobs - Optim: removed couple extra allocs in UsePlayerUpdateJobs 2 Tests: ran unit tests + bunch of disable-enable of UsePlayerUpdateJobs in local session
10 Months Ago
Merge: from main
10 Months Ago
Bugfix: invalidate all non-null managed objects - Previously it allowed for UnityNull objects to be skipped, leading to desync of StableObjectCache Tests: ran PlayerCacheTests.StressTest - it now passes
10 Months Ago
Update: ammend PlayerCacheTests.StressTest to trigger cleanup causing desync with StableObjectCache Tests: ran test, failing as expected