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129,042 Commits over 4,232 Days - 1.27cph!

2 Months Ago
Floating city / LOD progress for some imrpovised walkway meshes / bridge variant for medical barge / medical tent decal
2 Months Ago
Add method to calculate remaining path length
2 Months Ago
Revert bad file change from merge
2 Months Ago
tweaked lod distances on clothing mannequin to cull sooner
2 Months Ago
corrected artifical water sources not populating the artificalWater field in WaterInfo in all test cases, buoyancy flow force ignores artifical water sources
2 Months Ago
Merge from mission_create_streamlining
2 Months Ago
- Various small misc changes to working with missions in editor - Fixes for Activate Sensor mission - Adds ShowIf attribute to contextually hide fields in the inspector
2 Months Ago
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2 Months Ago
merge from decor_lighting_dlc
2 Months Ago
Clean: extra "can kick" annotation Tests: none, trivial change
2 Months Ago
Clean: fix formatting in BasePlayerr-Server.cs after merges Tests: none, trivial change
2 Months Ago
Cleaned up floating cities scene. Fixed some out of place assets in hierarchy. Deleted obsolete WIP prefabs. Re-prefabbed up medical bay for container work.
2 Months Ago
fluorescent wall light no longer a skin of the ceiling light
2 Months Ago
re-exporting 3p boomerang anim to fix shoulder issue
2 Months Ago
Fixed collision on 3m plastic floating walkway. Tidied up floating walkways level prefab.
2 Months Ago
Pickup toast message keys now correctly display when using DebugLanguage 1
2 Months Ago
merge from dunes_barricade_fix2
2 Months Ago
merge from scrap_heli_gibs_fix_2
2 Months Ago
Fixed despawn rates for: M15 Pilot suit Abyss hazmat
2 Months Ago
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Rin
2 Months Ago
merge from main
2 Months Ago
merge from main
2 Months Ago
Patrol helicopter gibs
2 Months Ago
Fix scrap hei gibs read/write after they were reverted by a previous change
2 Months Ago
Apply 129057 on new branch
2 Months Ago
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2 Months Ago
merge from decor_lighting_dlc
2 Months Ago
Let's get ParrelSync to work with Rust: Symlink CFG Symlink Texture Bundles
2 Months Ago
Setup ParrelSync Lean up the implementation - remove a bunch of unneeded stuff
2 Months Ago
merge from deep_sea/islands
2 Months Ago
Code cleanup
2 Months Ago
Scene backup. Editor script fix.
2 Months Ago
Set ghost ship as deep sea global networked
2 Months Ago
merge from naval_update/deep_sea
2 Months Ago
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2 Months Ago
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2 Months Ago
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2 Months Ago
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2 Months Ago
beanbag chair destroy sound + sound tweaks table lamp deploy deploy sound tweak for a few other lights
2 Months Ago
Merge from baseplayer_serverupdateparallel - Optim: reduce GC allocs by 60% when creating tasks for UsePlayerUpdateJobs 2 - Optim: skip occlusion queries for pairs of same players (affects all modes) Tests: 2p tests on Craggy + 2k procgen with UsePlayerUpdateJobs 0/1/2 (covered spawning, sleeping, killing and occlusion kicking in)
2 Months Ago
Merge: from main
2 Months Ago
Optim: skip running server occlusion between a pair of same players Saves us a bunch of extra dictionary entries, running extra occlusion jobs Tests: 2p sessions with UsePlayerUpdateJobs 0/1/2 on Craggy (with reconnects, kills, occlusion culling)
2 Months Ago
Fix bug in new implementation of Parallel.Call that caused the terrain accordion incident
2 Months Ago
Subtract 127690 - get rid of the custom Parallel class
2 Months Ago
Replaced the sphere colliders in the Comfortsource on the bear rug with a single box collider, so you dont lose comfort stood in the middle if the rug is on the ceiling
2 Months Ago
Bugfix: UsePlayerUpdateJobs 2 - skip trying to run occlusion checks between 2 same players A little slapdash, but it fixes editor-only CLIENT+SERVER bug of sometimes failing to notify player that they're awake. I'll exclude it from all modes next CL. Tests: loaded into 2k procgen world with UsePlayerUpdateJobs 2 set from the start 3 tmes - all times no weird zombie state
2 Months Ago
Make mixing table overflow items drop from the player's eye level to improve visibility.