138,061 Commits over 4,324 Days - 1.33cph!

22 Minutes Ago
Fix the deep sea OceanSimulation loading a 2nd copy of the ocean sim data since they both read the same file from disk - pass in NativeSimData from outside of OceanSimulation instead of reading it inside the constructor - only dispose NativeSimData once when it's shared - saves 80MB
1 Hour Ago
Fixed a spawn group on Tropical1 using a boat prefab instead of a ruin dwelling
1 Hour Ago
Merge from main
1 Hour Ago
Fix client compile error
1 Hour Ago
Refine fix for scientists going to the floor above when player stands on something like a desk, better but not ideal, need our recast integration sadly to properly fix this
1 Hour Ago
merge from main
1 Hour Ago
regenerate testlist
2 Hours Ago
merge from optimize_sleeping_bag -> main
2 Hours Ago
merge from optimize_sleeping_bag -> main
2 Hours Ago
Compile fix
2 Hours Ago
merge from boxes_dlc
2 Hours Ago
merge from main
2 Hours Ago
merge from boxes_dlc
2 Hours Ago
exported updated 3p bone knife anims
2 Hours Ago
rebase on main
2 Hours Ago
Added broadcast refresh calls to MeshPaintableSource when the materials are updated so the instancing system updates correctly
2 Hours Ago
Tweaked the tropical texture atlas source files to solve the puddle issue.
2 Hours Ago
merge from indirect_instancing (build fix)
2 Hours Ago
Fix deep sea treasure mission progress getting stuck if player disconnects after digging up treasure chest
2 Hours Ago
Fix client and server build 🎳
2 Hours Ago
Merge from treasure_mission_fix
2 Hours Ago
removed dupicated textures on explosives box, enabled GPU instancing on all component box materials
2 Hours Ago
Fix a few boat piece construction placeholder meshes.
3 Hours Ago
boat_ai_reverse_preference_fix -> main
3 Hours Ago
Setting up burstcloth and skinning for ghost sheet
3 Hours Ago
fix missing z-buffer when rendering forward opaques
3 Hours Ago
Fix bbs not setting owner id correctly with deploy & edit
3 Hours Ago
texturing progress - apartment complex
3 Hours Ago
Fix boat ai attempting to reverse to stay in-line with a player on a boat rather than just slowing down the gas pedal Use a stuck timer locking mechanism to only allow the boat ai to reverse when its stuck.
3 Hours Ago
Added coffee table to prefab
3 Hours Ago
▆▄▉▄▆▋ ▇▅▋▊▅▍▋▉
4 Hours Ago
Apartment kits update
4 Hours Ago
merge from indirect_instancing
4 Hours Ago
rebase on main
4 Hours Ago
* Fixed doors getting detached when operated on a vehicle with indirect instancing * Fixed ghost objects being left behind if they had skins applied. * Fixed debug overlay not returning correct results in the editor * Improved debug overlay to be more useful and readable * Added prototype SIMD collider-less raycasting code. (WIP)
4 Hours Ago
In editor by default: the deep sea will spawn right when the server starts, and it will use the fast intervals (1s in between each entity and 0.1s in between each spawn groups)
4 Hours Ago
loot_container_populateloot_fix -> main
4 Hours Ago
Fix 'CONTACT DEVELOPERS! LootContainer::PopulateLoot has null inventory!!!' being thrown when loot containers were attempting to populate loot whilst destroyed. Thanks nivex!
4 Hours Ago
merge from hackweek_more_tests
4 Hours Ago
Fix 18 more deployables clipping with construction Add whitelist to exclude some from the test
4 Hours Ago
merge from main
4 Hours Ago
█▊▄▌█▉▊▊▍▅▄▆█▋▍▍█▆▄▄▉▄▉▇▍▊▋ ▋█▍▌▋▊▆ ▇▅▋▇▄ █▍ ▍█▊▌▇▌▉ █▄▅▄▍▅▉▇
4 Hours Ago
Add poolable component to contional contents, hide/show box contents depending on building privilege
5 Hours Ago
merge from naval_update/io_boats
5 Hours Ago
Fixed pressure pads being deployable halfway through walls
5 Hours Ago
Add BoatBuildingStation.StaticStationsEnabled convar. Kill any static stations that try and spawn if disabled.
5 Hours Ago
Add IsStatic to boat building station, set for static deployed version. Don't destroy a static BBS when finishing via the wheel.
5 Hours Ago
Updated and Improved Makeshift Coffee Table Prop LOD 3
5 Hours Ago
All IO entities are disconnected when a boat sinks, same delay as the doors etc
5 Hours Ago
Deployable test for missing guide mesh