130,445 Commits over 4,232 Days - 1.28cph!

60 Days Ago
Update: gate parallel snapshot queue behind UsePlayerUpdateJobs 2 All other parts have separation of no tasks under UsePlayerUpdateJobs 1 and tasks allowed under 2, but this slipped my net Tests: used both in local session on Craggy
60 Days Ago
working on chainsaw attack animations
60 Days Ago
added player update anim settings preset
60 Days Ago
merge from translation_breaking_mods_fix
60 Days Ago
Removed the InSafeZone check from my new HAB code to match hostile behaviour of BaseVehicle's
60 Days Ago
trying a different steering control mechanism, convar to hotswap - don't adjust sail forces for steering, still allow position adjustment for some controllable resultant torque from positioning - pseudo-rudder accel forces for steering with pre-calculated thrust point, scaled with velocity
60 Days Ago
Splat stuff
60 Days Ago
Splat blockout
60 Days Ago
Fix wearables with random parts/colours not working on mannequins
60 Days Ago
Prefabbed supplies barge for working on
60 Days Ago
merge from floating cities into medical bay props subbranch to get everything up to date
60 Days Ago
Fix the translation changes breaking some mods Fix ammo.snowballgun is missing a display name translation
60 Days Ago
Minor cleanup Remove DDraws
60 Days Ago
Food market barge - Replaced various placeholder world models with new static versions. Reduced AO on food market boxes. Removed bridge blockers from bar area.
60 Days Ago
Wall light will now allow you to grow plants Currently at a lower rate than ceiling lights
60 Days Ago
better defaults for pos/dir influences vars
60 Days Ago
per-sail force application and steering test - convars for force application point/direction modifiers - brought PlayerBoat back down to derive from BaseBoat rather than MotorBoat, though we still handle forces propulsions separately
60 Days Ago
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60 Days Ago
Medical bay container collision
60 Days Ago
Fix being able to see nametags through water.
60 Days Ago
Merge from boat_building
60 Days Ago
medical bay container LODs
60 Days Ago
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60 Days Ago
Apply new changed script to the wall fluorescent light
60 Days Ago
Walllight now refreshes growables
60 Days Ago
merge from string_lights_fix_2
60 Days Ago
Remove rounded foundaction block from planner list
60 Days Ago
updated wallcabinet lock positon
60 Days Ago
Undo: Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
60 Days Ago
Undo setting instancing flags on additional materials because the automation seems to be still incorrect
60 Days Ago
Add snapping to the test generator Setup ranges on the snapping values so its a little easier to tune
60 Days Ago
- Initial setup of oil rig mission - More small misc changes to mission editor
60 Days Ago
Tweak dismount positions for steering wheel for more lenient mounting
60 Days Ago
First pass medical bay container shell plus materials
60 Days Ago
Cherry pick quick-save to GameSetup specified save file so I can merge to main after lockdown.
60 Days Ago
Added an option to the Game menu to quick save to the savefile specified on the GameSetup object, without the need to deal with the file dialog.
60 Days Ago
RPC Build
60 Days Ago
Force 32 bit index space everywhere (for now)
60 Days Ago
Fixed node visuals not chaning while harvesting them
60 Days Ago
Merge from naval_update
2 Months Ago
Merge: from baseplayer_serverupdateparallel - Bugfix for frequently disabling UsePlayerUpdateJobs leading to player cache desync Tests: wrote a unit test that confirms the bug and confirms the fix
2 Months Ago
Merge: from main
2 Months Ago
Disable my test scene loading in craggy
2 Months Ago
Update: move OcclusionCache reset to always happen for disabled UsePlayerUpdateJobs Don't think this fixes anything, but helps avoid invalid emergency shutdown fallout if it happens in the future. Tests: none, trivial change
2 Months Ago
Merge from boat_building
2 Months Ago
Compile fixes
2 Months Ago
Bugfix: StableObjectCache - properly drop references when clearing - PlayerCache emergency shutdown logic inspects internal buffer, which tripped up. Change also allows GC - Added a unit test that validates Clear call. Tests: Ran the new unit test - it was borked before the fix, gud afterwards