133,709 Commits over 4,262 Days - 1.31cph!

7 Minutes Ago
- Simplify Notifications indiciator between saves - Add partial to GrowableHeatSource - Codegen
28 Minutes Ago
stopped some unecessary cube marching enqueues when placed
40 Minutes Ago
boat_planner_icon_fix -> main
42 Minutes Ago
Fix the 'boat planner' icon having green shadows
58 Minutes Ago
Added space station building skin video
60 Minutes Ago
main -> notifications_indicator_fix_2
1 Hour Ago
Cherrypick 139564
1 Hour Ago
snapping_corner_nre_fix -> main
1 Hour Ago
merge from main
1 Hour Ago
merge from censoring
1 Hour Ago
corrected mesh ID used for physics mesh bake, also kick off the async bake jobs with ScheduleBatchedJobs for sanity as we want them to start asap to reduce the chance of them still needing to finish work when they are completed in the next FixedUpdate
1 Hour Ago
Fix deployable snapping corner hit NRE
2 Hours Ago
Reduced ocean scale when the deep sea is about to wipe
2 Hours Ago
fixed wrong physics mesh assignment and server compile errors
3 Hours Ago
Mannequin and MInigunammoBackpack repose
3 Hours Ago
merge from naval_update
3 Hours Ago
merge from main
3 Hours Ago
merge from settings_fixes
3 Hours Ago
Fixed outdated convar values in graphics preset, causing the preset to always show as "Custom" (shader LOD, shadow cascades)
3 Hours Ago
Fixed graphics preset custom editor errors after the localisation changes
3 Hours Ago
Fixed missing graphics preset in the settings menu
3 Hours Ago
Twitch rivals flag reposed
3 Hours Ago
separate collision mesh generation from visual, still works assigning the same mesh to both - lets us have consistent collision between censoredsigns being enabled/disabled
3 Hours Ago
Merge: from main
4 Hours Ago
Merge from naval_update
4 Hours Ago
Merge from naval_missions
4 Hours Ago
Re packing prefab for m92 rig
4 Hours Ago
experimenting with disabling Physics.autoTransformSync during the mountables VehicleFixedUpdate - would likely have some consequences, but there's too many cases to easily test
4 Hours Ago
Updating m92 prefab with new rig
5 Hours Ago
Merge from editor_shader
5 Hours Ago
Also allow concrete, sandbags and stone barricade in the deep sea
5 Hours Ago
merge from naval_update
5 Hours Ago
Fix GetUnmountedWaterFactor NRE
5 Hours Ago
CalculateRepairCost now takes into account (potentially) varying hull/non-hull block costs
5 Hours Ago
Still run UpdateCelestials in headless mode (needed to set IsDay and IsNight on the server which things like solar panels use)
5 Hours Ago
Add a separate wood_boat_hull building grade so we can set different resource costs for the hull pieces in the future (currently the same cost) Point hull square and hull triangle to it.
6 Hours Ago
Fix incorrect edgeFlags, rotation, and flipped border meshes
Today
Merge from boat_health
Today
Add vertex colours toggle to editing UI
Today
Merge from naval_update
Today
Fixed magnet crane not marked as Can Sleep (I swear I did this last week)
Today
Merge from main
Today
Merge from naval_update
Today
Early return from the DroppedItem underwater check if the attached rigidbody is sleeping (it's unlikely to change submerged state while sleeping)
Today
Removed Vis.Entities from the artificial light and temperature calculations for growables, now queries a Grid of light and temperature sources These paths are now completely physics free
Today
Merge from relationship_optim
Today
Added PersistentObjectWorkQueueListBacked, a new version of PersistentObjectWorkQueue that can be provided with a separate list to iterate over Handy for situations where we don't want to maintain a separate list of objects to iterate over, we can now just provide a list and the work queue will iterate over it Doesn't have Add or Remove methods as it only reads the list Updated RelationshipUpdateQueue to iterate over player list instead of a separate, identical list Added an experimental fast path to UpdateAcquaintancesFor that checks the server occlusion state to see if two players can see each other rather than raycasting Much faster than a raycast, although it will still fall back to that if the server doesn't have occlusion enabled, can be disabled with BasePlayer.allowRelationshipServerOcclusion
Today
Move UpdateContacts in RelationshipManager to a PersistentObjectWorkQueue, budgeted to 0.05ms by default (BasePlayer.relationshipUpdateQueueFrameBudgetMs) This used to iterate over every player on the server every 1s so would scale poorly, will now gradually update relationships over time
Today
Merge from botcollider_optim
Today
merge from naval_update