129,907 Commits over 4,201 Days - 1.29cph!

12 Days Ago
strong internal hurt triggers in square hull to handle both clipping and player damage
12 Days Ago
merge from player_hurt
12 Days Ago
merge from naval_update
12 Days Ago
Adding flashlight rig to refresh branch
12 Days Ago
merge from naval_update
12 Days Ago
Experimental frame synchronisation ConVars
12 Days Ago
Modernise the PT Boat prefab Remove a bunch of unneeded stuff
12 Days Ago
Clean: introduce BasePlayer.UseOcclusionV2 use it as a switch instead of UsePlayerTasks (works same way) Makes it easier to track what's related to what Tests: editor compiles
12 Days Ago
Optim: ServerOcclusion - use network IDs instead of BasePlayer for dictionary key Helps avoid unity-null check overhead when looking up recently seen players Tests: 2p session on craggy - disconnected as second and killed sleeper
12 Days Ago
RPG7 - Adjusted LODs and fixed some issues
12 Days Ago
merge from skin_bent_normals
12 Days Ago
assigned missing physics mats on some boat building blocks
12 Days Ago
merge from fix_deep_sea_portal_far -> naval_update
12 Days Ago
12 Days Ago
Fixed yaw issues on ptboat front turret
12 Days Ago
Try to keep the deep sea portal 600m from the edge of the map so it leaves space for oil rigs rather than being 1.5km+ from shore - still clamp to maximum distance of 4km from center of map
12 Days Ago
Fix craftable/workbench labels sometimes getting set incorrectly in ItemDefinition DoPrepare, introduced in 123697
12 Days Ago
initialize deep sea shore vectors properly when loading cached shore vectors (editor-only issue)
12 Days Ago
▉▄▋▆▄▉▍▌ `▅▇▊▆_▆▌▆▋██▌` ▇▌▄ `█▄▉▊▅▊▍▌_▉█▄▉█` ▇▄▋▊ ▉▇▊ ▊▉▌▍ ▄▌▅▆█▅▊▊ ▅▉▊ ▊▋██▇▌▇▋ ▅▆▊▇ `▌▊▊▌▇▄▆▇_▍▆▉▉▆_█▋██▌▇` █▌▋ `█▄▅▅▄▋▇▌_▋▊▇▉▇_▉▋▇▇▊▍▆` ▊█ ▅▌▅▌▅▍▇▇▌▆█ ▅▆▉▊▆▄▉ ▍▅_█▌▅▋▅▅ ▊▄▉ ▋█▊▄▍▌▆▍▆
12 Days Ago
12 Days Ago
floating_city_4 a few more bugs fixed
12 Days Ago
floating_city_4 bug fixes
12 Days Ago
Replaced mailbox placeholder description on sail , added sail token
12 Days Ago
merge from workshop_max_texture_res -> main
12 Days Ago
Only show the finish editing option if we're looking at the station, not the netting.
12 Days Ago
Revert yaw clamp on cannons
12 Days Ago
Fix typo, add shortname to material information
12 Days Ago
Resize boat building station netting area to support max size boats of 10x5. Reposition colliders, volumes, buoys.
12 Days Ago
merge from Halloween_25_Update/PH/storepage
12 Days Ago
Skin viewer halloween fixes and tweaks
12 Days Ago
iterations and re-import plank sounds
12 Days Ago
remove texture size warning for material rows, it seems we already downscale to the correct size ¯\_(ツ)_/¯
12 Days Ago
Skin viewer now supports skin with no item defintion (like underwears) Added mummy wraps
12 Days Ago
Updating binoculars rig mat
12 Days Ago
Fix cannons letting you breathe under water
12 Days Ago
Fixing material names for syringe rig
12 Days Ago
Fixed skull trophies name text material in the skin viewer
12 Days Ago
Bugfix: ServerOcclusion - remove destroyed players from lastPlayerVisibility cache We were leaking baseplayers and it was slowing down hash lookups Tests: 2p session on craggy, 2nd player disconnected, killed their sleeper - lastPlayerVisibility was empty for the remaining player
12 Days Ago
Casino big wheel room
12 Days Ago
cleanup left note for possible change to how angles are populated if it proves a performance issue
12 Days Ago
Added halloween items to the skin viewer: pumpkins, skull trophies and skull spikes Tweaked some other items
12 Days Ago
merge from directional_drag
12 Days Ago
floating city 4 latest
12 Days Ago
added command to print DragByAngle table of a boat you're looking at (admin only)
12 Days Ago
merge from boatspawner_nudge_fix
12 Days Ago
Removed empty RealmedRemove component from hull_square
12 Days Ago
Possible fix for the nudge fix not working
12 Days Ago
reduced ray count slightly and only recaching BoatBuildingBlocks if the list is empty
12 Days Ago
M15 pistol - changed emissive materials to use UV1, optimized emissive texture size, fixed world model AO
12 Days Ago
better ray batching, as always it's bottlenecked by Verify - added GamePhysics.SortDeferred which returns the sort JobHandle, useful in this case where we're scheduling multiple parallel batches