129,051 Commits over 4,201 Days - 1.28cph!

Yesterday
Modernise the PT Boat prefab Remove a bunch of unneeded stuff
Yesterday
Clean: introduce BasePlayer.UseOcclusionV2 use it as a switch instead of UsePlayerTasks (works same way) Makes it easier to track what's related to what Tests: editor compiles
Yesterday
Optim: ServerOcclusion - use network IDs instead of BasePlayer for dictionary key Helps avoid unity-null check overhead when looking up recently seen players Tests: 2p session on craggy - disconnected as second and killed sleeper
Yesterday
RPG7 - Adjusted LODs and fixed some issues
Yesterday
merge from skin_bent_normals
Yesterday
assigned missing physics mats on some boat building blocks
Yesterday
merge from fix_deep_sea_portal_far -> naval_update
Yesterday
Yesterday
Fixed yaw issues on ptboat front turret
Yesterday
Try to keep the deep sea portal 600m from the edge of the map so it leaves space for oil rigs rather than being 1.5km+ from shore - still clamp to maximum distance of 4km from center of map
Yesterday
Fix craftable/workbench labels sometimes getting set incorrectly in ItemDefinition DoPrepare, introduced in 123697
Yesterday
initialize deep sea shore vectors properly when loading cached shore vectors (editor-only issue)
Yesterday
▉▄▋▆▄▉▍▌ `▅▇▊▆_▆▌▆▋██▌` ▇▌▄ `█▄▉▊▅▊▍▌_▉█▄▉█` ▇▄▋▊ ▉▇▊ ▊▉▌▍ ▄▌▅▆█▅▊▊ ▅▉▊ ▊▋██▇▌▇▋ ▅▆▊▇ `▌▊▊▌▇▄▆▇_▍▆▉▉▆_█▋██▌▇` █▌▋ `█▄▅▅▄▋▇▌_▋▊▇▉▇_▉▋▇▇▊▍▆` ▊█ ▅▌▅▌▅▍▇▇▌▆█ ▅▆▉▊▆▄▉ ▍▅_█▌▅▋▅▅ ▊▄▉ ▋█▊▄▍▌▆▍▆
Yesterday
Yesterday
floating_city_4 a few more bugs fixed
Yesterday
floating_city_4 bug fixes
Yesterday
Replaced mailbox placeholder description on sail , added sail token
Yesterday
merge from workshop_max_texture_res -> main
Yesterday
Only show the finish editing option if we're looking at the station, not the netting.
Yesterday
Revert yaw clamp on cannons
Yesterday
Fix typo, add shortname to material information
Yesterday
Resize boat building station netting area to support max size boats of 10x5. Reposition colliders, volumes, buoys.
Yesterday
merge from Halloween_25_Update/PH/storepage
Yesterday
Skin viewer halloween fixes and tweaks
Yesterday
iterations and re-import plank sounds
Yesterday
remove texture size warning for material rows, it seems we already downscale to the correct size ¯\_(ツ)_/¯
Yesterday
Skin viewer now supports skin with no item defintion (like underwears) Added mummy wraps
Yesterday
Updating binoculars rig mat
Yesterday
Fix cannons letting you breathe under water
Yesterday
Fixing material names for syringe rig
Yesterday
Fixed skull trophies name text material in the skin viewer
Yesterday
Bugfix: ServerOcclusion - remove destroyed players from lastPlayerVisibility cache We were leaking baseplayers and it was slowing down hash lookups Tests: 2p session on craggy, 2nd player disconnected, killed their sleeper - lastPlayerVisibility was empty for the remaining player
Yesterday
Casino big wheel room
Yesterday
cleanup left note for possible change to how angles are populated if it proves a performance issue
Yesterday
Added halloween items to the skin viewer: pumpkins, skull trophies and skull spikes Tweaked some other items
Yesterday
merge from directional_drag
Yesterday
floating city 4 latest
Yesterday
added command to print DragByAngle table of a boat you're looking at (admin only)
Yesterday
merge from boatspawner_nudge_fix
Yesterday
Removed empty RealmedRemove component from hull_square
Yesterday
Possible fix for the nudge fix not working
Yesterday
reduced ray count slightly and only recaching BoatBuildingBlocks if the list is empty
Yesterday
M15 pistol - changed emissive materials to use UV1, optimized emissive texture size, fixed world model AO
Yesterday
better ray batching, as always it's bottlenecked by Verify - added GamePhysics.SortDeferred which returns the sort JobHandle, useful in this case where we're scheduling multiple parallel batches
Yesterday
Fix monster mesh rendering issue
Yesterday
Anchor collision primitives setup. Tweaks to volumes.
Yesterday
Modular boat - Fixed gaps in walls, fixed doorway block colliders not matching the art
Yesterday
mapped accumulated area to drag values, needs further balancing but adjusts between 0.8->1.5 rang currently - using batched casts, still a bit slow - substepping drag values between angles for continuous values
Yesterday
Updating medical syringe refresh rig fbx
Yesterday
Disable the large vehicle colliders around BBS netting