127,714 Commits over 4,201 Days - 1.27cph!

30 Days Ago
Undo: Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
30 Days Ago
Undo setting instancing flags on additional materials because the automation seems to be still incorrect
30 Days Ago
Add snapping to the test generator Setup ranges on the snapping values so its a little easier to tune
31 Days Ago
- Initial setup of oil rig mission - More small misc changes to mission editor
31 Days Ago
Tweak dismount positions for steering wheel for more lenient mounting
31 Days Ago
First pass medical bay container shell plus materials
31 Days Ago
Cherry pick quick-save to GameSetup specified save file so I can merge to main after lockdown.
31 Days Ago
Added an option to the Game menu to quick save to the savefile specified on the GameSetup object, without the need to deal with the file dialog.
31 Days Ago
RPC Build
31 Days Ago
Force 32 bit index space everywhere (for now)
31 Days Ago
Fixed node visuals not chaning while harvesting them
31 Days Ago
Merge from naval_update
31 Days Ago
Merge: from baseplayer_serverupdateparallel - Bugfix for frequently disabling UsePlayerUpdateJobs leading to player cache desync Tests: wrote a unit test that confirms the bug and confirms the fix
31 Days Ago
Merge: from main
31 Days Ago
Disable my test scene loading in craggy
31 Days Ago
Update: move OcclusionCache reset to always happen for disabled UsePlayerUpdateJobs Don't think this fixes anything, but helps avoid invalid emergency shutdown fallout if it happens in the future. Tests: none, trivial change
31 Days Ago
Merge from boat_building
31 Days Ago
Compile fixes
31 Days Ago
Bugfix: StableObjectCache - properly drop references when clearing - PlayerCache emergency shutdown logic inspects internal buffer, which tripped up. Change also allows GC - Added a unit test that validates Clear call. Tests: Ran the new unit test - it was borked before the fix, gud afterwards
31 Days Ago
Renamed all of the floating city container materials to be more standardised
31 Days Ago
Merge from boat_building
31 Days Ago
Merge from parent
31 Days Ago
Merge from main
31 Days Ago
merge from sky_circle_fix
31 Days Ago
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31 Days Ago
merge from abel_tc_auth_fix_2
31 Days Ago
merge from wall_cabinet_pickup_fix
31 Days Ago
merge from decor_lighting_dlc
31 Days Ago
merge from bed_blocking_chandelier
31 Days Ago
deleting unused textures from deck crane and rhib crane AO curve tweaks so it's less intense on them set ghost ship LOD textures to repeat as they default to clamp, causing issues
31 Days Ago
Merge from main
31 Days Ago
Ocean shoreline wetness fix
31 Days Ago
updated the cranes and radars onboard ghost ships to prefabs set layer to world on spinny radars
31 Days Ago
final LOD bakes for the ghost ships, double res + downsampling for quality
31 Days Ago
Added ground watch to ceiling light and Chandelier
31 Days Ago
naval_update -> scientist_boat_ai
31 Days Ago
take 2 on tentative pooling fix for mannequin posing
31 Days Ago
subtract commit 129922, includes extra files
31 Days Ago
tentative pooling issue fix for mannequin
31 Days Ago
Improved radiation consistency at the main entrance and cave entrance of military tunnels with more sphere and box radiation triggers. Ran S2P Before: https://files.facepunch.com/jacob/1b0211b1/33YoiGKzIf.jpg After: https://files.facepunch.com/jacob/1b0211b1/6am3EFYeP4.jpg
31 Days Ago
Recycler shed now uses a box collider for radiation rather than a sphere so you only get rads when at the recycler or very close to the building
31 Days Ago
Player built boats can now enter the deep sea: TriggerDeepSeaPortal now fowards the parent PlayerBoat entity if the triggering entity is a BoatBuildingBlock
31 Days Ago
merge from naval_update to get the latest TriggerRadiation.cs
31 Days Ago
More post merge fixes. Restored naval items/phrases. New test save for deep sea boat testing.
31 Days Ago
Tropical cliff files.
31 Days Ago
Updated Plushie 02 textures and materials, rendered new icon