125,850 Commits over 4,171 Days - 1.26cph!

13 Days Ago
Bicycle bunnyhopping basics https://files.facepunch.com/jacob/1b0411b1/Unity_tJ9ExIRjAG.mp4 Bicycle can now bunnyhop every 3 seconds by pressing right mouse button. - Todo: use the bike's angle in the jump - Todo: require bike stamina to jump - Todo: not jump when waterlogged
13 Days Ago
Merge: from main
13 Days Ago
Clean: comments, spans and names Tests: none, trivial changes
13 Days Ago
Progress on cleaning up all current conversation/mission changes
13 Days Ago
Optim: UsePlayerUpdateJobs 2 - merge partially ordered chains of snapshots - This reduces allocations (since we create less tasks), and should help with parallelization (reducing task scheduling overhead), but requires preprocess cost Tests: on craggy with UsePlayerUpdateJbos 2, flew out of bounds and respawned(this causes 500+ entity snapshots to be sent) 10 times in a row - no exceptions, disconnects and all entities seemed to be present
13 Days Ago
fix status effect vitals HUD overlay sorting under heavy helmet
13 Days Ago
Set dressing work from supplies barge
13 Days Ago
Fixed forever bug that caused the HAB to always have the hurt trigger active when it should turn off based on inflation and velocity
13 Days Ago
remove debug tex output
13 Days Ago
lod baker multiple source meshes support
13 Days Ago
Renamed killTriggers to crushTriggers and added the triggerMovePos to the list so it is activated/deactivated at the same time as the triggerHurt
13 Days Ago
waterpipe reload animation update
13 Days Ago
updated charity plushie 01 lods
13 Days Ago
Replaced blockout containers on supplies barge with generic floating city treatment container. Added static shelves prefab variant.
13 Days Ago
Bugfix: fix a missing profile scope in FoliageGrid Tests: used the profiler in editor, no more errors
13 Days Ago
Change hab.repair.item.prefab to use the hot air balloon avatar rather than the old placeholder bear rug so "Killed by X with a Hot Air Balloon" shows the correct icon
13 Days Ago
lr300 animation updates
13 Days Ago
Updated charity plushie meshes with LODs, and updated prefabs with new meshes
13 Days Ago
change sleeping player collider to x-axis capsule, to save on vertical space
13 Days Ago
- New TriggerPlayerMovePos script to move players with a vector relative to the centre of the trigger bounds - used to stop players getting stuck underneath a HAB when it lands on them in a safezone. - Pause players being marked hostile for 2 seconds when entering the move pos trigger to prevent the HAB marking a player as hostile if multiple players are landed on inside a safezone
13 Days Ago
Only run terrain culling when it's actually worth it (when camera is above some but not all terrain)
13 Days Ago
Don't load inventory inside container corpse, we already load it in base.
13 Days Ago
Fix instanceData on items getting disposed if an item gets loaded twice.
13 Days Ago
Tweaked some table lamp LOD distances, and added a missing mesh culler on the bulb.
13 Days Ago
merge from hackweek_crosshair_customization/settings_editor
13 Days Ago
Make previous compile fix match the other ifdef behaviour
13 Days Ago
Compile fix
13 Days Ago
13 Days Ago
Merge from naval_update
13 Days Ago
Introduce WIP version of ConcurrentBitArray for bitmapped damage tracking
13 Days Ago
Commit progress on deep sea islands mission
13 Days Ago
v4 player entity, hold type and prefab update for C4 and satchel charge
13 Days Ago
Bugfix: UsePlayerUpdateJobs 2 - maintain partial ordering of snapshots when sending to player using tasks - This fixes rare parenting desync that can manifest as a weapon attachment world model not hiding (or something much worse) Need to optimize it by merging tasks, as this can create too many tasks for the server to process Tests: flew around on Craggy with fast noclip - attachments didn't "duplicate". Shot animals, switched active items. Tested occlusion with 2p and geared guns
13 Days Ago
merge from sail_physics_test
13 Days Ago
increased rudder torque-control strength, set default control scheme to that for now
13 Days Ago
- Fix detail mesh being built but not assigned - Add option to specify whether or not we want to build the detail mesh - Remove sample detail mesh height param from SamplePosition (recast will always use the detail mesh if it exists anyway when sampling)
13 Days Ago
- Fix chunk bounds being incorrect - Add option to debug sample the detail mesh height (it seems to not be working)
13 Days Ago
Merge from main
13 Days Ago
merge from boat_building
13 Days Ago
third option on rudder control, bit of debug vis cleanup
13 Days Ago
- Multithread in C++ instead of C# as it's simpler to avoid allocs - Make navmesh build not generate any garbage - Add option to sample detail navmesh height - Tick navmesh from ServerMgr instead of letting unity decide
13 Days Ago
Fix wall cabinet not showing media
13 Days Ago
modular boats building blocks, wood tier art files including textures, materials, models/gibs/colliders
13 Days Ago
Add parenting trigger to plank so you don't instantly drop off the boat when walking on a plank