160,789 Commits over 4,566 Days - 1.47cph!

2 Days Ago
RenovationDevice entity + socket initial code
2 Days Ago
edited 3p jog anims exported
2 Days Ago
wip, initial refactoring
2 Days Ago
Discord presence changes no longer rebuild the list while the friends menu is closed
2 Days Ago
Added a way to disable specular for specific lights using the new light property buffers (currently doesn't work with the core lighting path)
2 Days Ago
merge from ladderhatch_close_fix
2 Days Ago
Fixed being unable to close open ladder hatches from certain angles
2 Days Ago
merge from cui_blur_fix2
2 Days Ago
▍▍▆▉▅▄ ▆▍▌▊ ▉▄█▌
2 Days Ago
Fixed CUI blur stacking sorting issues
2 Days Ago
Merge from main
2 Days Ago
Prefabbed up lighthouse lamp damage states, implemented states into repairable prefab. Refactored original lighthouse prefab due to unused MaterialIDs.
2 Days Ago
undo all camera director keys in one go, fix NaN time when two camera keys overlap, fix gizmos having an offset.
2 Days Ago
Fix undo accidentally restoring sandbox tracks
2 Days Ago
small games wooden table; - game model - bake textures - material updated - localization updated
Rin
2 Days Ago
Fixed Crate_normal_2 not spawning 2 blueprint fragments Swap livestock vendor rewards from blueprint fragments to blueprint pages
Rin
2 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
▉ ▍▊▌▊▆ ▍▇▌▉▇▄▆ █▊▌▌▅ █▄▅▋ ▋█ ▌▇▍▄ ▍▆▋▊ ▌▄▆ ▊▌▊█▇ █▌▊▄ ▇▉█▋▌▍ ▊▋▇▅▅▌▅▅ ▍▆▇ ▌█▉▌▋▆▆
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?