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138,035 Commits over 4,505 Days - 1.28cph!

12 Months Ago
beanbag alternate material setup and made them skins of the chair
12 Months Ago
Compile fix
12 Months Ago
merge from deep_sea/collider_debug -> deep_sea
12 Months Ago
Add `print_colliders_per_prefab` - will print out the breakdown of colliders for each type of entity - can optionally supply a numeric cell id to breakdown colliders per entity only inside that certain broadphase cell
12 Months Ago
Tripod models and colliders set to Deployed layer
12 Months Ago
merge from naval_update/deep_sea/radiation
12 Months Ago
Add `print_colliders` command to print the number of colliders inside each physx broadphase cell
12 Months Ago
Wider rad volumes, removed a log
12 Months Ago
TerrainMeta GetHeight returns the correct deep sea values in the pos is within the deap see bounds, fixing the issue where the ocean didn’t extend down far enough Moved up the bottom collider to match the deep sea seabed height
12 Months Ago
fix feet showing through mannequin, impact effects blood -> wood
12 Months Ago
Added rad volumes at the edges of the deep sea
12 Months Ago
Large Cozy Water Fountain A - Initial folder structure and simple placeholder model and material
12 Months Ago
Calculate a bunch of ray directions in the bow and stern of the boat Gives us some directions for steering behaviour
12 Months Ago
Hanging bulbs pass.
12 Months Ago
merge from generate_shorevector_optim
12 Months Ago
Added mannequin poses, updated deployed
12 Months Ago
Fixed AddLanguageFile NRE during bootstrap
12 Months Ago
merge from bootstrap_translatenre_fix
12 Months Ago
added indirect topology query job for normalized coordinates, improved TerrainWaterFlow from 11s to 900ms
12 Months Ago
Chandelier - Added LODs, gibs, updated textures
12 Months Ago
Fix not being able to stack C4s with different frequencies even after disabling RF
12 Months Ago
viewmodel chainsaw update anims and anim controller edits
12 Months Ago
Take into account decay.scale convar value when calculating upkeep time/cost in TC UI
12 Months Ago
Cleanup TriggerRadiation, box shaped trigger now act like boxes instead of spheres Added falloff per axis for boxes Added debug.drawradiationzones (editor only)
12 Months Ago
ItemModSwap respects max stack size (fixes getting overstacked fish meat when gutting with harvesting tea)
12 Months Ago
adjusted spotlight tripod col shapes
12 Months Ago
set the animation speed of pedals on the chandelier to be 2x faster
12 Months Ago
optimized shore vector generation - 1s without burst, 500ms with - added indirect WorldPosition/Radii topology query and splt up slowest part of the shore vector generation to make use of it
12 Months Ago
merge hardcore_commands to main
12 Months Ago
tripod col
12 Months Ago
Fixed not being able to place barricades on sand dunes in giant excavator S2P excav, water well a, radtown
12 Months Ago
more_menu_fixes -> main
12 Months Ago
If premium is active dont show the default 5/15
12 Months Ago
more_menu_fixes -> main
12 Months Ago
Typos
12 Months Ago
Add pooling to ghost ships
12 Months Ago
more_menu_fixes -> main
12 Months Ago
Generate phrases
12 Months Ago
removed lods from tripod guide mesh
12 Months Ago
spotlight tripod gibs and lods
12 Months Ago
Merge: from steamfriends_pooling_leak - Bugfix for a pool leak of SteamFriends with open friend list or party management Tests: observed steam friends list in game + created a party of me, SteamFriends pool stayed constant.
12 Months Ago
Bugfix: return SteamFriends to pool - separate out party processing to partyChanged from friendChanged loop to prevent use-after-free bugs Tests: observed steam friends list in game + created a party of me, SteamFriends pool stayed constant.
12 Months Ago
- Speed up nav gen by 30% by using rust baked terrain and NavMeshBuilder.CollectSources - Fix navmesh not taking into account terrain alpha properly - Add nav raycast - Update tile extractor profile markers - Fix memory leaks with pooled list not being disposed
12 Months Ago
Exposed chandelier pedal increments
12 Months Ago
Fix collisions, loot spawning, doors and other entities on the ghost ship.
12 Months Ago
Ensure null disconnect reasons arent parsed
12 Months Ago
Interaction toast now has an extended area which displays the kick or error reason over multiple lines rather than just a single line https://files.facepunch.com/ianhenderson/1b2111b1/Unity_TqrkJwDgsd.png
12 Months Ago
rpg blockout mesh
12 Months Ago
Merge: from texttable_allocs - Update: TextTable now can be directly pooled and supports using-dispose pattern - Bugfix: no more NRE on inspecting text table in debugger/evaluating twice Tests: unit tests + executed a bunch of console commands multiple times
12 Months Ago
Clean: fix formatting of debug.cs again Tests: none, trivial change