136,528 Commits over 4,324 Days - 1.32cph!

58 Days Ago
Marked FishSwarm as client only, was profiling as 0ms but it was still running a coroutine so might as well nuke it on the server
58 Days Ago
Remove wrong assertion
58 Days Ago
Remove wrong assertion
58 Days Ago
Merge from main Only conflict is cake.entity, auto resolved
58 Days Ago
Fixed settings slider jittering when dragged
58 Days Ago
Fixed settings resetting convars set above the max value
59 Days Ago
merge from cardgames_atlas
59 Days Ago
Compressed and atlased card games UI sprites, should save around 100mb ram
60 Days Ago
Frankenstein_monster_03 torso/legs/head repose
60 Days Ago
60 Days Ago
merge from console_autocompletion_contains
60 Days Ago
Sort StartsWith console autocompletion before Contains
60 Days Ago
merge from main
60 Days Ago
Ensure we don't load saverestore files from mountable games
60 Days Ago
Dracula fixes and Scarecrow repose
60 Days Ago
Remove repeated allocations from getting missions from the mission manifest
2 Months Ago
merge from birthday2025 -> main
2 Months Ago
cherrypick from 139471
2 Months Ago
exported latest vm paintabll anims and linked up camera in prefab
2 Months Ago
Added new sounds for the butcher knife
2 Months Ago
merge from boat_wall_trigger_improvements
2 Months Ago
merge from ramp_plank_parenting_fix
2 Months Ago
merge from kinematic_shoredrift_fix
2 Months Ago
merge from trigger_parent_nre_fix
2 Months Ago
Adding gesture anims for player update
2 Months Ago
Merge from editor_shader
2 Months Ago
Paintball Gun - Worldmodel, LODs and rebaked materials
2 Months Ago
When converting back to editable, apply damage to the blocks that actually took damage, down to a minimum of 1hp. Any extra damage gets rolled over to additional blocks, as much as possible per block, resulting in not having to repair every block on a boat. (unless they all got hit...)
2 Months Ago
Set edit flag on ice material when opening/closing edit mode
2 Months Ago
Ice sculpture shader changes for edit mode
2 Months Ago
Added new sounds for the 50cal movements
2 Months Ago
Merge from naval_update
2 Months Ago
Dont send aim dir at first - not needed
2 Months Ago
reduce_balistagun_aim_packets -> main
2 Months Ago
reduce_ballistagun_aim_packet -> main
2 Months Ago
Restore server tick (no networking overhead)
2 Months Ago
Stop every BallistaGun firing off a roughly 32~ byte packet every 0.05 seconds Every cannon in the DeepSea was doing this at once.
2 Months Ago
Logs
2 Months Ago
- Fixed bug causing dismount not to unparent properly - Ensured ShouldRepositionPerFrame() is inverted for setting parent (no parenting was actually happening), but mount update was skipped
2 Months Ago
Blocks track damage they've taken
2 Months Ago
Merge from naval_update
2 Months Ago
MountedPlayerSync (for scientist boats) reduced from 1ms -> 0.01ms
2 Months Ago
Merge: from randomize_junkpile_checkempty - minor optim to load balance JunkPile::CheckEmpty Tests: looted one on craggy, saw it disappear
2 Months Ago
Update: JunkPile.CheckEmpty now have a 5 second randomness Tests: looted a junkpile on craggy, flew away, waited and got back - it was gone
2 Months Ago
fixed clipping issues on planner viewmodel
2 Months Ago
- Actually skip MountedPlayerSync() - Cleanup
2 Months Ago
Bring back changes on 65343, this allows us to bypass BaseMountable.MountedPlayerSync on a per mountable basis - Expose MountSyncType options (can now parent players to mountables, or reposition per frame as normal) - can be set per mountable - Allow AI to be able to handle these settings differently (eg we can parent just AI to mountables)
2 Months Ago
rebuild censor chunks and reapply properly when censorsigns changes
2 Months Ago
Merge: from procpop_debug - Bugfix: fix DensitySpawnPopulation prefab pool being starved out, resulting in failed spawn attempts - Optim: DensitySpawnPopulation early exits if it reached prefab population target isntead of continuing to try to spawn - New: spawn.report now contains info about failed iterations and how many entities it recently spawned - New: spawn.dump_map <pop> [count] which simulates spawns and generates pngs indicating general spawn area and attempted spawns. Pngs in <server_ident>/debug. Tests: 4.5k procgen in editor - server started with full junkpile pop, simulated spawn gave better numbers
2 Months Ago
Update: dump_map exports to identity/debug/ folder - client buildfixes Tests: built all modes in editor, ran dump_map on craggy