138,419 Commits over 4,324 Days - 1.33cph!

We dont need readonly anymore - drop it
syncvar_traincoupling_fix_2 -> main
Fix wagons changed syncvar not starting audio
Today
Merge from main
Today
Merge from static_bbs
Today
Subtract 143408 - temporarily disable prevent building volume on floating city 1
Today
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Changes on Bone knife pitch variation audio values
Yesterday
Add support for having held entity viewmodels stay active after the entity has been destroyed due to using the last item in a stack, fixes viewmodel animations stopping early Setup for beancan grenade as a demo
Yesterday
Merge: from tracespheres_optim - Optim: GamePhysics.TraceSpheres and TraceSpheresUnordered are now faster at 32 or more spherecasts (previously started scaling at slightly more than 128) Tests: unit tests
Yesterday
Merge: from tracespheres_optim - Optim: GamePhysics.TraceSpheres and TraceSpheresUnordered are now faster at 32 or more spherecasts (previously started scaling at slightly more than 128) Tests: unit tests
Yesterday
Bone knife audio rework and implementation
Yesterday
Only evaluate entties in showentities once, otherwise it's really slow on bigger scenes.
Yesterday
Clean: remove hacky testing code Tests: none, trivial change
Yesterday
Merge: from main
Yesterday
Optim: GamePhysics.Trace - replace sort with a serial scan - added unit tests and perf tests In existing perf tests scene complexity is not enough, but expecting to be a minor improvement in real world. Tests: unit tests
Yesterday
Add `debug.showentities entityname radius duration client` to debug draw invisible entities in a radius.
Yesterday
merge from collider_cleanup_feb_26
Yesterday
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merge from collider_cleanup_feb_26
Yesterday
Small pass over deployables recently converted to convex colliders Slightly more accurate, fix some missing materials Touched large battery, reactive target, water barrel, water purifier
Yesterday
Player boat decay changes: Doubled decay delay from 12 hours to 24 hours. Reduced decay duration from 18 hours to 12 hours.
Yesterday
Made TriggerBoatMagnet a partial to fix codegen errors.
Yesterday
merge from assetscene_from_clean
Yesterday
delete AssetScene-X scenes before recreating and populating - trying to reduce chance of GUID changes causing corruption
Yesterday
Fix scaled netting collider on the bbs
Yesterday
merge from deepsea_fixes
Yesterday
Better repel checks for deep sea portals
Yesterday
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Kiosk trim paint mask and fixes to base textures
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Merge: from main
Yesterday
Add `server.randomize_seed` cvar to set random seeds on launch.
Yesterday
server_browser_ping_removal -> main
Yesterday
Fallback to sorting via ping if we can't find regions
Yesterday
Fix various collider issues for things placeable on boats, resolve stringpool warning spam, incorrect materials, offset or redundant colliders etc. Things touched are telephone, spotlights, splitter, single weapon racks, confetticannon, volcano fireworks, torch holder Manifest
Yesterday
Make pinging servers a valid part of the startup procedure in bootstrap. Run via a coroutine
Yesterday
Re-initialize stringpool for the deployable tests as part of the setup
Yesterday
Update terminology for debug overlay
Yesterday
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Yesterday
procedural_map_custom_save_support -> main
Yesterday
Add proc map custom to the build settings (lets us load into it)
Yesterday
main -> server_browser_ping_removal