130,590 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                merge from store-june-2025
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from legacy_wall_gate_sitem
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from player_report_endpoint_changes
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from compound_spawn_tweaks
 
                
                
                
                
                
             
         
        
            
            
            
                
                ghost ship trawler exterior
textures resize on many onboard props
ship name decal prep
 
                
                
                
                
                
             
         
        
            
            
            
                
                Admin command `debug.invis` now displays GameUI when invis is active https://files.facepunch.com/jacob/1b0111b1/Unity_mEGC9tT2nm.png
 
                
                
                
                
             
         
        
            
            
            
                
                Water barrel cant snap to other water barrels, bounds are too hard to work with
 
                
                
                
                
                
             
         
        
            
            
            
                
                snap_deployable_improvements -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
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                snap_deployable_improvements -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed storage barrel b corner snapping
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix typo on legacy wood - updated strings
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed snapping not working right on brutalist foundations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Continuing working on blends for floating walkways
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a missing Preserve attribute in SoftMask, constructor fails in obfuscated clients
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed SetPhrase in Bootstrap, localization isnt loaded at this point
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: reduced unnecessary Transform reads in batched position/rotation update, also added AddRange(BufferList<>) function to BufferList to change to that for marginally faster loop speed
Test: consistency tests passing with serial using old method still
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: BaseRaidBenchmark - adjust the camera positioning to get the full circle in view
Tests: ran the scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                set repairable definition correctly so items can be spraypaint skinned
 
                
                
                
                
                
             
         
        
            
            
            
                
                Deployable snapping setting
Fixed some padding issues
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added new UI sound slider to the new settings menu
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added new map markers binds in the settings
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a button to reset keybinds individually
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: BaseRaidBenchmark - players are visible and dressed
Tests: ran the scene
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Setup for third person testing
 
                
                
                
                
                
             
         
        
            
            
            
                
                legacy wood wall and gate sitems, skinnable and pack sitem, rebuilt skins and manifest
 
                
                
                
                
                
             
         
        
            
            
            
                
                New: BaseRaidBenchmark - stress test client via a raid scenario
- Doesn't do much, just ground framework
Tests: ran the scene - saw players spawn (but not their visuals)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: World Setup Benchmark -> BiomeBenchmark World Setup rename
- replaced default params on BiomeBEnchmark with placeholder to indicate they don't do anything
Tests: none, trivial changes
 
                
                
                
                
                
             
         
        
        
            
            
            
                
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                Fix minigun world model briefly spinning when being equipped in third person
 
                
                
                
                
                
             
         
        
            
            
            
                
                Changed "Failed to find DungeonBaseRoot" and "Failed to find DungeonGridRoot" to warnings in builds, as this is expected to occur in primitive mode and shouldn't result in errors
 
                
                
                
                
                
             
         
        
            
            
            
                
                Possible BaseOven.CookVisuals NRE fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from party_system -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Moved the scientist giving the outpost spawn point mission to a nearby sidewalk
Switched the spawn point name from Compound -> Outpost
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove all the code for optimized loading/async warmup (not compatible with asset scenes)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Move hardcoded assets to bootstrap asset scene because some are needed in the menu
Fix some scene switching issues after LevelManager changes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Better behaviour when handling tight corners, better scaling
Use spherecast for matching deployable capture (better again for barrels)
Rename inBuildingPrivilege to buildingBlocked
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Disco floor just uses its own snapping system for entity to entity connections.
Ensure large planter box can still snap to the centre of a foundation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Use OBB for matching deployable snapping. Since Hit Normals wont be guaranteed to be 'boxy', we should just use OBB instead.
This instantly improves barrel snapping.
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Pull DLC price from steam, show discounted price and discount percent when on sale
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed Shelves not wanting to snap together properly
Added debug command for snapping
 
                
                
                
                
                
             
         
        
            
            
            
                
                Evaluate every snap type first and then go with the best one automatically based on a score - just use distance for now
Fixed issue with large storage box where it would go invalid on one side depending on the placement