160,826 Commits over 4,566 Days - 1.47cph!

3 Days Ago
Fix undo accidentally restoring sandbox tracks
3 Days Ago
small games wooden table; - game model - bake textures - material updated - localization updated
Rin
3 Days Ago
Fixed Crate_normal_2 not spawning 2 blueprint fragments Swap livestock vendor rewards from blueprint fragments to blueprint pages
Rin
3 Days Ago
Shears name and description 2 Blades to craft WBLVL1 Default BP WIP
3 Days Ago
Merge from main
3 Days Ago
Increase terrain cell LOD count Handle off-centre ring holes Add debug colour option
3 Days Ago
Switch the full server export for base occlusion export JSON -> protobuf - although it was zipped it was taking 30s to deserialize, yikes - still supports JSON exports for the smaller pastes
3 Days Ago
Fixed servers stalling for up to ~200ms when a player crafts a workshop skinned item for the first time after a restart or steam definitions update - The steam item definitions warmup now runs on the server too, it was client only so dedicated servers always read them cold - Also warms WorkshopId, (HasWorkshopSkin reads it for every owned item and each cold read is a native Steamworks call) - Moved SteamItemDefinitionWarmup out of the Client folder 7.81ms -> 0.07ms on first call
3 Days Ago
Fixed repair bench reskins freezing the server for ~0.7s after a steam item definitions update - Reskinning a redirect back to default or to a workshop skin went through skins2, scanning every steam definition - Now a direct definition lookup, 1275ms -> 0.66ms in editor. Was happening ~95 times a day across official servers
Rin
3 Days Ago
merge from blueprints_2
3 Days Ago
Fix streams in waterguns not being colored for radwater
3 Days Ago
- Ensure boats spawn on the edge then travel inwards - Code cleanup
Rin
3 Days Ago
Prototype Workbench Upgrade now has a 25% chance of success instead of fail Previously would consume 2.67 blueprints on average Now consumes 4 on average Added a sound for failing the prototype
3 Days Ago
Fix terrain quality not reducing lod extents to the minimum
3 Days Ago
Fix cows not following smoothly and being very slow and annoying to lead
3 Days Ago
Fix renderer key allocating a materials array on every batch group lookup, now uses a pooled list Saves ~620 KB when loading in a big base in editor Also fixed a small logic error in RendererKey.Equals
3 Days Ago
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3 Days Ago
Use own custom convar for egress
3 Days Ago
Remove screenspace terrain hole texture (replaced by RRP stencil testing)
3 Days Ago
Update ADS settings
3 Days Ago
Merge from main
3 Days Ago
Merge fix
3 Days Ago
Optimize speed for base occlusion tests when ran across a full server - only load the map once per set of tests
3 Days Ago
Merge from main
3 Days Ago
Add renaming for cows and sheep Player instigated renames start a new name dynasty, utilising the existing name dynasty stuff Players can't rename animals spawned with the raree special names/genes. These names now appear gold with a star
3 Days Ago
Stop bush clutter running physics queries on every LODManager visit and taking a large part of its budget, now only runs when bush culling blocks (foundations) change Disable CullBushes on boat hull blocks, not needed
3 Days Ago
Moved MenuUI2's UIBlurCanvasesBehind from FadedBackground to PageBackground as it needs a CanvasRenderer
3 Days Ago
merge from uiblur_faded_fix
3 Days Ago
Uzi: mag drop and shell ejection - Mag drop on world model reloads - Shell ejection in first person and 3p: new eject_shell (viewmodel) and w_eject_pistol_shell (world, on the uzi shell_eject bone) - viewmodel updated, shell eject position + enforceClipWeights on so fire/fire_ADS sharing a blend tree don't spawn two shells per shot
3 Days Ago
Fix after merge
3 Days Ago
merge from base_occlusion/foundation_offset_fix -> base_occlusion
3 Days Ago
- 1-2 boat groups will spawn every 5-8 hours (spawn together) - Each individual group gets a random lifetime of 30-60 minutes before egress
3 Days Ago
viewmodel lasersight/brake attachment placment
3 Days Ago
update base_occlusion/foundation_offset_fix
3 Days Ago
Cant take the pt boat out of the deepsea (just like the other boats)
3 Days Ago
More Uzi 3p setup - stock and no stock anims for world model and player - w_uzi anim hooked up, now swaps between the stock/ no stock anim sets when rifle mode is is toggled - 3p anims now using a subsystem, not an overrride....so I can use multiple masks (no stock = one handed, left arm stays on locomotion, left hand comes in for the reload, stock out = two handed - removed holdtype controller (not needed now) - Stock deploy / collapse anims play when toggling between the two - 3p anim updates + deploy/collapse stock clips - uzi.entity: ProjectileAnimationSubSystem driven by the StockDeployed flag, HoldType.uzi override removed - Uzi.cs (client only): sets the rifle_mode float on the world model animator from the stock flag. Skipped while the animator is inactive, same approach as CrossbowWeapon/Handcuffs driving their world animators
3 Days Ago
Handle 0 byte model files crashing the game Adjust empty model file handling * Change where it bails so maybe its less error prone?
3 Days Ago
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3 Days Ago
merge from static-cctv_fix
3 Days Ago
New roaming boats: 1-2 boat groups will now patrol off the coast of the main island periodically before leaving the map. Roaming crews only fight geared or armed players they can see, or anyone who attacks them (same as patrol heli). Boats can be stolen and taken by players.
3 Days Ago
merge from uiblur_faded_fix
3 Days Ago
Cleanup
3 Days Ago
Cherry pick alloc fix for pool table and fishing, and fix compile error
3 Days Ago
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3 Days Ago
Fix industrial pipe segments being permanently dynamic via flag on the prefab, toggle their LODs only when on a moving parent like base io lines
3 Days Ago
merge from base_occlusion/vending_door_fix -> base_occlusion
3 Days Ago
Update tests
3 Days Ago
Add support for doors to be "always closed" but still treated like portals between rooms - allows vending machines to block visibility between rooms while keeping the same code as doors
3 Days Ago
Add the "door blocker" component for base occlusion to the vending machine prefab too
3 Days Ago
Fix entities placed in sockets (vending machines) not linking up with their sockets until stability runs (which doesn't apply for vending machines) or server restart - part of the reason vending machines didn't block occlusion: they sometimes had no links