138,336 Commits over 4,324 Days - 1.33cph!

Yesterday
run codegen :facepalm:
Yesterday
reenable_mountable_parenting -> main
Yesterday
Re-enable mountable parenting on RHIBs, Player Boats and 50 Cals. Staying away from Cannons + Ballista for now
Yesterday
Move cannon hit checking to TakeDamage, balance cannon slowdown so that its actually noticeable (0.7->0.3)
Yesterday
merge from main
Yesterday
merge from hackweek_fill_containers_rand
Yesterday
Massively refactor and streamline the filling logic to avoid a bunch of duplication In addition to `fillinventory` there's now use `fillcontainer` and `fillcontainer_radius` to fill containers with random items Works with storage containers and container io entities, prints out the ones filled, and warns if a container couldn't accept some of the items
Yesterday
Merge from blendedsoundloops_onvalidate_fix
Yesterday
Check if SoundDefinition template is valid before accessing it in BlendedSoundLoops::OnValidate Fixes error spam in editor
Yesterday
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Yesterday
Remove "Disable Platform Services" from iteration speed editor menu, it breaks way too often while other settings are generally safe to use.
Yesterday
Add cvar for controlling cannon hit slowdown on boats
Yesterday
exported updated 3p bone knife anims
Yesterday
Apartment complex b progress
Yesterday
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Yesterday
update from main
Yesterday
Fixed limited store countdown showing "Refreshed in 6 days" when the skins are late
Yesterday
Fixed owned items still showing up at the top of the limited and featured store when featured
Yesterday
Added some arrow buttons and keyboard controls to store galleries (general and limited tabs)
Yesterday
Merge from naval_cleanup_scientist_fixes
Yesterday
Added a new font to support some missing currency symbol Added some missing currencies to the price formatter
Yesterday
Added a way to embed styles in RustControl components instead of having to create new StyleAssets every single time
Yesterday
Merge from main (knife.combat.entity and sunken.knife.combat.entity use versions from main)
Yesterday
merge from storepage_boxes
Yesterday
Added toast when the deep sea opens
Yesterday
merge from deepsea_fixes
Yesterday
merge from main
Yesterday
Salvaged cleaver audio rework and implementation
Yesterday
merge from main
Yesterday
merge from deepsea_fixes/loot
Yesterday
Terrain collision update tests - Implement CPU heightmap functions in GPU compute (HeightMapApply), should remove need for map sync - Profile tests for AddHeight and SetHeightsDelayLOD using a limited texel area - Add option to use terrain R16 maps, and the active terrain render texture - Use R16 UAV heightmap for compute and terrain vertex shader - Improve camera culling by including min/max height of cell
Yesterday
Apply the same changes to all 4 tropical islands, expecting similar savings
Yesterday
Simplify the tutorial island mesh collider in blender, most of the detail was under the ocean and in a grid pattern so not needed 293k tris -> 17k 8.53mb -> 496kb on disk Should go from 29.3mb in memory to 500kb, will need to verify final savings in build
Yesterday
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Yesterday
Equip Weapon Tool now looks through children of selected object before rescanning from the transform root
Yesterday
Merge from sunken_and_combat_knife_orientation_fix
Yesterday
Merge from puddlefix
Yesterday
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Yesterday
Merge from increased_deepsea_render
Yesterday
Applied LODGroupDeepSeaConfig to RHIB and PT boat
Yesterday
Added a new LODGroupDeepSeaConfig component for stuff using LODGroups, modifies the culling screen height percentage if the renderer is in the deep sea Applied to sails
Yesterday
LOD components that are dynamic and in the deep sea will now return a quarter of the actual distance in GetDistance, should make things render further out without having to make changes across all prefabs
Yesterday
merge from deepsea_fixes
Yesterday
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Yesterday
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Yesterday
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Yesterday
Merge from main Auto conflict resolution on mannequin_deployed, xylophone.deployed, parachute.item
2 Days Ago
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3 Days Ago
Store page baseline, skin viewer for the 16 boxes
3 Days Ago
Start work on a way for us to be able to make custom maps in editor for testing. Primarily revolving around modifying procgen settings: such as monuments to place, roads, rocks, etc. - Setup disabled flag on all procedural components