197,738 Commits over 4,140 Days - 1.99cph!
Fixed computer station snapping
Fixed cooking workbench snapping
do not copy shadow mode from renderer to avoid rendering shadows twice
snap_deployment_improvements -> main
Further refinements to snapping feel
Fixed screen mode setting changing the wrong convar
Fix bug which could cause a 'wall' to be returned when it should've been deployable snapping
Prevent corner hits from easily hitting the floor
Ensured float checks on score dont lose float accuracy
Bugfix: BaseRaidBench - make sure weapon flags are synced with held state
Tests: ran the scene
added Projectile.UseBatched ClientVar to switch between serial and batched tick for projectiles
Update: BaseRaidBench - give players projectile weapons on spawn
For what-ever reason, doesn't appear in hands(instead on back), despite being reported as "held". Still investigating
Tests: ran the bench scene
Fix Typo in ServerAdminPlayerInfo
Finishing up blend layers on floating walkways
▌▆██▆▍ ▊▇ ▋▊▄█▄ ▍▄▆▋▅ ▉▅ ▉▇▄ ▄▇▉ - ▌▌▆▊▉ ▊▉▍▉▋ ▍▉ █▉▉ ▊▍▆▍▅ ▆▇▊▍▊█▄ █▅ ▉▆█ ▄▊▅▋▄ ▅▅█▍▄█▆▇▆ ▋▍▊▌ █▋▄▅▇█▆▆▄▄▊ ▄▋ ▍▉▉█▌▇▋
Jobified trace-testing in HitboxSystem, also replacing local NativeArray helper function with existing Expand static extension
Fixed some old sins in debug.cs (static public -> public static) and fixed old typo in debug.invis description text
Exclude soft mask assembly from obfuscation
corrected InitializeVelocity on projectile to keep Projectile performance test consistent between runs (increased run-count)
▉▅▋ █▌▋█▇▄█ ▋▉▇▊▆ ▉▌ █▅▋▊ ▍▊ ▅▄▉▋ ▆▇ █▇▍▌▊▊ ▅▇▍▄▉▌▋▌▊▊▌ ▉▄▆▅▍
merge from store-june-2025
merge from legacy_wall_gate_sitem
merge from player_report_endpoint_changes
merge from compound_spawn_tweaks
ghost ship trawler exterior
textures resize on many onboard props
ship name decal prep
Admin command `debug.invis` now displays GameUI when invis is active https://files.facepunch.com/jacob/1b0111b1/Unity_mEGC9tT2nm.png
Water barrel cant snap to other water barrels, bounds are too hard to work with
snap_deployable_improvements -> main
▌▍▄▅▍ ▅█▋▊█▊▍▌ ▍▉▊▆▊▌▉▅▆▋ ▇▍▉▇ █▇▉▆▄█▇ ▋▊▆ █▅▇▇▋ ▉▇▌▅ ▋▍ ▆▊▋ ▅▌▇▅
snap_deployable_improvements -> main
Fixed storage barrel b corner snapping
Fix typo on legacy wood - updated strings
Fixed snapping not working right on brutalist foundations
Continuing working on blends for floating walkways
Added a missing Preserve attribute in SoftMask, constructor fails in obfuscated clients
Removed SetPhrase in Bootstrap, localization isnt loaded at this point
Optim: reduced unnecessary Transform reads in batched position/rotation update, also added AddRange(BufferList<>) function to BufferList to change to that for marginally faster loop speed
Test: consistency tests passing with serial using old method still
Update: BaseRaidBenchmark - adjust the camera positioning to get the full circle in view
Tests: ran the scene
set repairable definition correctly so items can be spraypaint skinned
Deployable snapping setting
Fixed some padding issues
Added new UI sound slider to the new settings menu
Added new map markers binds in the settings
Added a button to reset keybinds individually
Update: BaseRaidBenchmark - players are visible and dressed
Tests: ran the scene