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136,638 Commits over 4,324 Days - 1.32cph!

Yesterday
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Yesterday
merge from deepsea_fixes
Yesterday
Remove deepsea.boat_drift convar, we don't want boat drift in the deep sea (it was false by default)
Yesterday
The deep sea entrance portal position now changes after every deep sea wipe It’s random, never the same twice in a row
Yesterday
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Yesterday
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Yesterday
Merge from main
Yesterday
Change the network group layers to use terrain height as a basis instead of planes along the Y axis
Yesterday
Refactor of box auth checking to interface with implementation in TCs and boat auth
Yesterday
boxes now register with boats auth for show checks WIP
Yesterday
Optim: replicate TraceRays optims to TraceSpheres/-Unordered TraceSpheres now scales better and earlier than it's serial counterpart: * TraceSphereUnordered vs TraceSpheresUnordered: 128 - 0.57ms vs 0.3ms; 1024 - 5.1ms vs 1.38ms; 8196 - 43ms vs 9.9ms * TraceSphere vs TraceSpheres: 128 - 0.64ms vs 0.44ms; 1024 - 5.6ms vs 2.2ms; 2048 - 11ms vs 4ms Tests: unit tests
Yesterday
Deployable test checking that if placeable on boats, all collider names are in StringPool Finds 10 cases to fix
Yesterday
Bugfix: veeeeery rare out of bounds access when Unity returns invalid hit Tests: none, don't have a unit test for that
Yesterday
Update: GamePhysics.TraceSpheres - add ignore entity support Tests: ran unit tests
Yesterday
Update(tests): add TraceSpheres and TraceSpheresUnordered unit tests - get rid of old TestSpheres test, didn't spawn base entities Tests: ran new unit tests, some are failing as expected
Yesterday
editor_map_creator -> main
Yesterday
- New UI - Fix bugs with snapping scroll views on enable/disable - Remove fold outs for now - New custom procedural map scene - Button to force the map creator to take you to the scene - Labelled a bunch of map components in procedural map
Yesterday
merge from searchlight_worlddirection_fix
Yesterday
Fix searchlight not working correctly on boats
Yesterday
merge from boxes_dlc
Yesterday
glass_mat too
Yesterday
merge from main -> apartment_complex_monument
Yesterday
removed PSD's and saved as TGA, rescaled any 4k textures to 2k, set anything trillinear to billinear
Yesterday
merge from fix_duplicate_ocean_sim_data -> main
Yesterday
Update: expanded GamePhysics.Perf tests with spheres (batched and serial) - Fixed a perf bug of TestTraceRay causing it to do too much sorting - Further refactored & generalized code At 128 spheres, batched and serial seem to cost the same - going to continue moving ray optims across after I add unit tests Tests: ran perf tests, numbers within expectation
Yesterday
merge from main
Yesterday
fix boxes not updating on clear authing
Yesterday
Clean: more refactoring of unit tests in Test.GamePhysics Tests: ran perf tests
Yesterday
Fix trails following cannonballs during reloads and when moving the cannon around.
2 Days Ago
Fix "navmesh ready" log spam
2 Days Ago
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2 Days Ago
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2 Days Ago
Clean: take out perf test measuring code into helper Utils class Tests: ran unit tests
2 Days Ago
merge from store_fixes_feb
2 Days Ago
Fixed NRE when opening the steam inventory bag crafting modal
2 Days Ago
Added currency font to the bundles
2 Days Ago
merge from naval_update/io_boats
2 Days Ago
Skinning update for wood armour gloves
2 Days Ago
Use direct-to-VRAM buffer uploads on Mac to fix memory leak.
2 Days Ago
ioentity.allow_on_boats set to true by default Added playerboat.kill_io_deployables command
2 Days Ago
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2 Days Ago
Can't use the wiretool while swimming
2 Days Ago
Merge from skin_access_improvements
2 Days Ago
Remove DeveloperOnly visibility flag from skins_access due to some servers relying on it being visible Fix skins_access -1 not working with default wallpapers
2 Days Ago
comps box - lod update
2 Days Ago
merge from main
2 Days Ago
Fixed fluid splitter and fluid combiner not deployable on soft side walls, regression from io_boats
2 Days Ago
merge from doors_placingthroughwalls_fix