159,585 Commits over 4,566 Days - 1.46cph!

3 Days Ago
Enable terrain normal mips and use for lower detailed lods Fix ring position rounding issues at lower cell sizes Remove terrain stencil material from terrainConfig (is now the default) Use y-distance from terrain to skip LOD rings
3 Days Ago
Refactor how files (paintings, cassettes, etc) are keyed internally Fixes signs with the same contents (uploadsign) being cleared unexpectedly
3 Days Ago
Switch batches from channel 1 -> channel 0 so it's ordered with all the other packets (since we no longer use unordered for position packets)
3 Days Ago
development_server_fix -> main
3 Days Ago
Cleanup cache query return
3 Days Ago
Hooked up new mount forward animations (sheep still has issues)
3 Days Ago
Merge from Animal_Jumping
3 Days Ago
Merge from main
3 Days Ago
Fixed failing NPC mounting tests (switched tests to use sheep and not cow)
3 Days Ago
MeshPaintable3D uses 16-bit unorm UV buffer instead of Half float. Increases precision up to 32x without increasing memory since all 3d painted meshes have UVs in the 0-1 space. Fixes blotchy and jagged brush strokes. Also effects egg suit.
3 Days Ago
merge from main
3 Days Ago
Cherrypick 168219
3 Days Ago
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3 Days Ago
Restore opacity slider to tattoo UI Changed tattoo UI to sample colours from a .asset instead of colour picking from an image so we can use tattoo-appropriate colours (currently uses same colours as before except black)
3 Days Ago
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3 Days Ago
Add bump effect to tattoos
4 Days Ago
Fix servers saying 'Development Server' in the pause menu when you're connected to a normal server
4 Days Ago
Lower quant from 1cm -> 1mm for position - switch from sending delta position to sending quantized acceleration so we can keep 1 byte per update after moving to a 10x smaller quant - if acceleration is larger than 0.127m / tick then it will send full acceleration (allows it to support instant teleports and large changes in velocity) - will fine-tune values further
4 Days Ago
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4 Days Ago
- Disable clan features in softcore, like they already are in hardcore - Add clan table as a restricted item in softcore and hardcore. You can't use them anyway - Fix tech trees showing restricted items. Saved me having to make a whole new tech tree for softcore just to hide the clan table - Fix the custom inspector stuff on ItemDefinition for setting a restricted item not working in all prefab modes - Add dictionary lookup for finding gamemode item restrictions
4 Days Ago
Disabled saving on both the apple.tree and coconut.tree prefabs (this stops the fruit piling up and floating after server restarts oops). Replaced array with a list and use Facepunch.pool instead of allocating an array each time. Set the positon and rotation of the fruit straight away. Removed apple chance from oak_f. Instead move to oak_e which has a chance of spawning apples and a beehive. General code clean up.
4 Days Ago
merge from weapon_refresh_nailgun
4 Days Ago
Fixed nailgun missing muzzlepoint, was erroring when put in a turret
4 Days Ago
Fixed nailgun world model outlline
4 Days Ago
merge from main
4 Days Ago
merge from skinviewer_nailgun
4 Days Ago
Added nailgun to the skin viewer
4 Days Ago
Tattoo layer tweaks, subdermal+ink layer Some test assets
4 Days Ago
Only check if quant settings have changed once per frame in flush instead of every single position packet
4 Days Ago
Added modular contraption kit, textures and materials for testing purposes.
4 Days Ago
Port a fix for math.ceil/floor Add some self checks for corrupted map files "load" concommand doesn't boot you from session for missing saves * So "load quick" bind doesn't disconnect you if you accidentally press it without having a quick save Fixed ZFunc not being set when overriding depth testing Fixed regression with DPanel:OnMousePressed due to recent changes Merge Pull Requests * Make ENT:StoreOutput treat times=0 same as times=-1, making it consistent with engine entities
4 Days Ago
merge from weapon_refresh_nailgun
4 Days Ago
updated workshopsource nailgun model
4 Days Ago
Switch from generic stream -> BufferStream in the EntityPositionBatchReader since both demos and network data share the same class of stream for packets
4 Days Ago
Send positions & rotations quantized - reduce the 3x positions floats from 4 -> 1 bytes when they are within 1.27m per tick (1cm quantization) - reduce the 3x rotations from 4 -> 1 byte when they are within 25 degrees per tick (0.2 degree quantization) - will fine tune the values if it's too high a quant - fallback to sending the full value when it changes by more than a delta - tell the client what the quantization is so it can be changed during the session and be captured by demos
4 Days Ago
Fix tests
4 Days Ago
Set a bunch of textures to non readable
4 Days Ago
Update: meta changes for some(?) textures on reimport Tests: none
4 Days Ago
Update: patch ugui fork to keep up with API changes Replicated relevant code from upstream package Tests: editor boots
4 Days Ago
Update: automatic package upgrades Tests: none
4 Days Ago
Lighthouse rework WIP. Lighthouse now needs repairing, like the airwolf helipad. Repairing it restores the light and opens the deep sea. Moved airwolf airpad to use a new RepairableStructure base clase which the lighthouse now also uses.
4 Days Ago
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4 Days Ago
merge from server_packet_capture -> main
4 Days Ago
merge from boat_dismount_points_preprocess
4 Days Ago
Add `packet_capture` command to capture outbound packets on the server - will capture up until a certain size or time limit is reached - writes to disk with 8MB buffer - intended to allow capturing network data so we can simulate optimizations on the raw data - no overhead when turned off
4 Days Ago
Codegen
4 Days Ago
rust 13th birthday cake; - textures added - icon updated - material updated - prefab updated
4 Days Ago
Playerboat dismount points are now baked into prefab attributes instead of a transform array on the block Authoring is the same in the prefab but the transforms can now get stripped during preprocess Saves a couple gameobjects and the array per block, but opens the door to do more stripping on all building blocks
4 Days Ago
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