125,642 Commits over 4,171 Days - 1.26cph!

5 Days Ago
exported chiansaw 3p deploy and attack anims that match viewmodel versions
5 Days Ago
Deep sea is saved and wipes every X hours When wiping: - move all players back to the main island - kill any entities inside - spawn the content again
5 Days Ago
Fix not being able to pick up gifted sleeping bags on tugboats/in shelters
5 Days Ago
Optim: ServerOcclusion - rewrite cache generation broadphase to use parallel jobs - Takes broadphase from 4.8s to 0.4s This is tiny, since narrow-phase is the longest (on my 4.7k test map total time is ~240s). I'll do narrowphase next. Tests: generated on a custom map and visualized the occlusion grid
5 Days Ago
Bugfix(editor): LoadMapFile - check for relevant state after domain reload to allow occlusion cache rebuild Tests: triggered a couple reloads, no NREs when generating cache
5 Days Ago
Fix compile errors
5 Days Ago
Added static respawnable versions of other planter types - varied up crop spawning. Added static version of water barrel for farm (WIP). Updated manifest file.
5 Days Ago
Spike Trap LODs Gibs and backface fix
5 Days Ago
merge main into naval_update again
5 Days Ago
subtract flashlight beam optimizations
5 Days Ago
Add 'Check.HasBuildingPrivilege' and 'Check.InBuildingPrivilegeArea' 'Check.HasBuildingPrivilege' = you can actually build, gives you a boolean yes or no. 'Check.InBuildingPrivilegeArea' = in an area, might not be able to build Naming convention was driving me nuts with 'CanBuild()' vs 'GetBuildingPrivilege()' everywhere
5 Days Ago
Cannon work in progress, basic firing/reloading based on ballista.
5 Days Ago
New: added GamePhysics.CheckBounds that uses parallel Burst jobs - added unit test to validate it Tests: ran unit tests
5 Days Ago
merge from main
5 Days Ago
naval_update -> scientist_boat_ai
5 Days Ago
Bugfix(editor): LoadMapFile - ensure terrain state is setup after domain reload when we generate server occlusion cache Tests: ran generate server occlusion cache after code edits
5 Days Ago
main -> naval_update
5 Days Ago
facepunch_assert -> main (for actual testing and answering basic questions: is it useful? What can I add?)
5 Days Ago
Merge fixes
5 Days Ago
5 Days Ago
merge from drone_storage_slot - should fix weird main branch commit issue from earlier merge
5 Days Ago
remove jacket as rare armor
5 Days Ago
main -> facepunch_assert
5 Days Ago
Bug fixes, general cleanup
5 Days Ago
Assert throws exceptions Check wont print anything - just returns state
5 Days Ago
Anchoring improvements. Refactored to now check Anchoring not Lowered. Anchoring is when lowered AND in valid water (todo).
5 Days Ago
rebuild hackable crate loot
5 Days Ago
merge from main
5 Days Ago
Clean: missed newlines Tests: none, trivial change
5 Days Ago
New(editor): LoadMapFile - added Server Occlusion Debug section - refactored ServerOcclusion.DebugPath to not draw anything and just gather cells traced Allows to debug occlusion bugs without having to enter play mode Tests: used the tool in the editor, confirmed it compiles in SERVER+CLIENT and SERVER envs
5 Days Ago
BBS fixes
6 Days Ago
merge from drone_storage_slot
6 Days Ago
meta_shift -> main
6 Days Ago
merge from meta_shift/monument_shuffle
6 Days Ago
merge from main
6 Days Ago
added `drone.disableSamTargeting` convar for balance testing
6 Days Ago
Re-added DLSS crash fix after subtractive merge issue that removed it
6 Days Ago
autoturrets target non-authed playerowned drones (ignore non-controlled drones like market drones) - gave drones proper vehicled detailed collision and AI collider for turret targetting
6 Days Ago
Remove using
6 Days Ago
Removed collision from tiny tarp D. Replaced shovel and water catcher props with static versions. Added environment volumes to farm barge (not working currently). Static versions of vinyl crates.
6 Days Ago
player-controlled drones targetable by SAMs
6 Days Ago
Setup for other monument types
6 Days Ago
Reverted changes to skydome's TOD_sky night settings
6 Days Ago
Merge from main