198,079 Commits over 4,140 Days - 1.99cph!

32 Minutes Ago
merge from marker_buttons
33 Minutes Ago
Reset fields on mountables and prefab attributes, craggy island still has more issues I need to fix before its playable again. Jank fix for empty types in code gen by counting fields.
33 Minutes Ago
merge from reduce_log_history
37 Minutes Ago
merge from turret_minigun_fixes
40 Minutes Ago
1 Hour Ago
New: DemoBuildingsViewer(Tools/Demo Buildings Viewer) - utility to extract buildings from a demo and create a scene of them - Fixed VisualFoodSetting.PreProcess to nominate for deletion, instead of destroying directly Currently only looks at keyframe 0 to detect building entities, which doesn't seem like enough Tests: used a client demo from a release server to spawn a bunch of building scenes
1 Hour Ago
Check drop data in hero update
1 Hour Ago
Home Screen: Only show twitch drop tile if there are on going twitch drops Show how long is left until drops end Only update modal window UI when we need to
1 Hour Ago
merge from indirect_instancing
2 Hours Ago
Adding pilot hazmat test with burst cloth
2 Hours Ago
Store general tab navigation wip
2 Hours Ago
Resetup player profile and premium icon
2 Hours Ago
Enable GPU instancing and Read/Write on 5913 assets
2 Hours Ago
Use culture to translate shorthand values before we display them
2 Hours Ago
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3 Hours Ago
Remade Server Browser: Swap single browser logic for multi-browser like the old menu. Remake mode categories as large toggle buttons. Reintroduce OR and AND behaviour into each toggle group - use second tier transform parent as the check for when to toggle. Add shorthanded player counts.
3 Hours Ago
Fix inputs being registered twice with domain reload disabled, everything in Playground seems to work at this point. I can hop into playmode within 7 seconds which is awesome.
3 Hours Ago
merge from main
3 Hours Ago
Handle resetting list components in code gen, reset LeanTween fields manually. We can now walk around, aim, shoot -- just some UI bugs left.
3 Hours Ago
merge from fix_ide_warnings
3 Hours Ago
merge from storage_adaptor_clipping_fix
3 Hours Ago
merge from modding_prefabs_july
3 Hours Ago
merge from main Barrel_Monitor_Move
3 Hours Ago
merge from dungeon_errors_primitive
3 Hours Ago
merge from blocked_container_input_fix
3 Hours Ago
merge from cookvisuals_nrefix
3 Hours Ago
merge from seaweed_RW
3 Hours Ago
merge from main
3 Hours Ago
cleanup
3 Hours Ago
Removed RendererWrapper
3 Hours Ago
Removed references to RendererWrapper
3 Hours Ago
server compile fix
3 Hours Ago
ghost ship interior progress set dressing pass
3 Hours Ago
reworked PlayerCache into a generic StableObjectCache to re-use it for batched Projectiles, making use of it for reading batches of projectile transform data which speeds it up by roughly 8x-10x compared to going through managed properties (cached or otherwise) Tests: re-ran all projectile and PlayerCache tests, adjusted to new interface
3 Hours Ago
Consistency tweaks/polish
4 Hours Ago
Finalized the rains.
4 Hours Ago
Revert materials and meshes for merge
4 Hours Ago
merge from main
4 Hours Ago
merge command reordering
4 Hours Ago
hull_triangle parent trigger & vehicle world collider.
4 Hours Ago
Implemented command reorganising: Ensures that indirect args that survived culling are contiguous in memory so that culled commands can be skipped. This speeds up the colour pass on the render thread by almost 2x.
4 Hours Ago
Remove parent trigger from PlayerBoat. Add parent triggers to hull_square and hull_corner. Add missing vehicle world collidesr to hull_corner
5 Hours Ago
Add support for actions in domain reload code generation, fix main menu fields not being reset: - We can now get into the game and walk around. - Some inputs are still kinda broken, some UI gets stuck. Just a few more fixes and it should be functional.
5 Hours Ago
Merge: from autoturret_optim - Fix server NRE during turret initialization for ones without RCEyes bone set Tests: spawned sentry.scientist.static(no RCEyes) and autoturret_deployed(with) - no NREs and still can control and shoot from autoturret_deployed
5 Hours Ago
Bugfix: NRE during initialization of turrets without RCEyes set Tests: spawned sentry.scientist.static(no RCEyes) and autoturret_deployed(with) - no NREs and still can control and shoot from autoturret_deployed
5 Hours Ago
Merge: from main
5 Hours Ago
disabled read-write on seaweed meshes
Today
Fixed featured skin cart button size
Today
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Today
Store optims, now opened with canvas groups