133,371 Commits over 4,262 Days - 1.30cph!

16 Minutes Ago
naval_update -> mountedturret_fixes
27 Minutes Ago
merge from deepsea_disabled_fix
31 Minutes Ago
Fixed deepsea.enable false not killing past saved deep sea - Deep sea manager is now always created regardless of deepsea.enabled - When initialized, if deepsea.enabled is false, deep sea is closed and the manager is destroyed right after
37 Minutes Ago
JunkpileWaterWorkQueue frame budget now defaults to 0.05ms (was 0.25)
42 Minutes Ago
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45 Minutes Ago
removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
1 Hour Ago
fixed skinning issues
1 Hour Ago
Merge from naval_update, revert oilrig scientists
1 Hour Ago
Merge from revert_oildrig_scientists
1 Hour Ago
Convared the distance within players wake up boat scientist AI
1 Hour Ago
merge from spacestation_storepages
1 Hour Ago
merge from spacestation_storepages - added media for building skin and added correct icon to sitem
1 Hour Ago
Use old scientists on both oilrigs
1 Hour Ago
ai.npc_spawn_on_deep_sea_islands default to false
1 Hour Ago
Added Water Bucket Refresh Viewmodel and Worldmodel
2 Hours Ago
Added Water Bucket Textures Setup Water Bucket Materials
2 Hours Ago
Setup Water Bucket Refresh Folder Structure
2 Hours Ago
added in lewis's much better space station building skin cover images
3 Hours Ago
space station media for store - not hooked up yet. Space station icon hooked up to sitem
3 Hours Ago
Fixing cannon mesh loops
4 Hours Ago
Update: reorder clipping entities check to fast-exit on corpses Tests: none, trivial change
4 Hours Ago
Clean: remove duplicate IsDestroyed check It's already checked as part of ToBaseEntity and our caching Entity Tests: none, trivial change
4 Hours Ago
Optim: TriggerParent - cache ToBaseEntity calls Best case they cost us a hash-lookup + alive checks, worst case - hierarchy traversal. We can make do with alive checks only. Tests: built a boat and rode it, put it in edit and reconstructed a foundation
4 Hours Ago
increased culling distance of recycler
4 Hours Ago
Use LOD quality setting "Object Quality" in Indirect Instancing to more closely resemble the LOD switching behavior of the old system.
4 Hours Ago
Update: don't requiry parent exclusion trigger Tests: none, trivial change
5 Hours Ago
Merge: from main
6 Hours Ago
Try skipping the extra pass to remove null transforms for an extra 0.2 ms (toggleable via ConVar)
Today
Perform application of the motion list transforms in a job for better performance
Today
Merge from main
Today
cannonball explosion sounds and flight loop
Today
Merge from indirect_instancing (also force-disables it for non developers)
Today
Set new _INDIRECT_INSTANCING_ON keyword when Indirect Instancing is enabled
Today
Mark all Indirect Instancing ConVars as DeveloperOnly. Don't include DeveloperOnly commands in autocomplete.
Boost visibility of display back elements
Today
Merge from main (to pull in mac_foliage_tearing_fix)
Ammo display llight now works again, and apply fade in to light intensity on deploy
Today
Merge from mac_foliage_tearing_fix
Today
Rebase on /main
Today
Fixed server deep sea losing its portal direction, causing potential issues with cargoship and chinook spawn directions
- Add option on 'GoToDeepSea' objective types to fail the mission once the deep sea closes. Enabled for the floating city wood delivery mission - Also add option to only allow mission to be started if we are x many seconds away from deep sea wipe/closing. Also enabled for this mission - Mission failure chat message is now translated. Also provided additional context for mission failure by showing the failure reason
Cherrypick 50cal fixes
Today
Wrap indirect instancing in ifdef to prevent potential issues with default gpu instancing
Today
Added NPC and vehicle breakdown to deepsea.printentitycount
Today
* Fix randomly disappearing in-motion objects since switching to the new TransformMemory implementation. * Fix randomly disappearing stationary and in-motion objects in the deep sea. * Fix concurrent access exception when in-motion objects are destroyed.
Today
Finished boats can be repaired with the hammer without entering edit mode. Player boats generate a dynamic BuildCost at creation, to be used for repair costs, based on the total number of blocks * block costs. Hammer repair logic now checks if an entity should be repaired via the parent. Eg hitting a boat block will repair the boat. Added BaseCombatEntity.ShouldRepairViaParent and BaseCombatEntity.GetRepairableParent.
Today
merge from naval_update/islands_navmesh_fix
Today
Removed a boat AI log
Today
Fixed deep sea NPCSpawner never finding their island. We detach the children of the deep sea island to avoid issues with global network, so they couldn't find it NPC spawners are now properly waiting for the navmeshs to be generated before spawning
Today
Wait for the deep sea to be entirely spawned before generating the islands navmesh. That gives some time for the dwellings to spawn, so they are carving the navmesh properly Fixes scientists phasing through dwellings