155,870 Commits over 4,536 Days - 1.43cph!

1 Year Ago
subtract flashlight beam optimizations
1 Year Ago
Add 'Check.HasBuildingPrivilege' and 'Check.InBuildingPrivilegeArea' 'Check.HasBuildingPrivilege' = you can actually build, gives you a boolean yes or no. 'Check.InBuildingPrivilegeArea' = in an area, might not be able to build Naming convention was driving me nuts with 'CanBuild()' vs 'GetBuildingPrivilege()' everywhere
1 Year Ago
Cannon work in progress, basic firing/reloading based on ballista.
1 Year Ago
New: added GamePhysics.CheckBounds that uses parallel Burst jobs - added unit test to validate it Tests: ran unit tests
1 Year Ago
merge from main
1 Year Ago
naval_update -> scientist_boat_ai
1 Year Ago
Bugfix(editor): LoadMapFile - ensure terrain state is setup after domain reload when we generate server occlusion cache Tests: ran generate server occlusion cache after code edits
1 Year Ago
main -> naval_update
1 Year Ago
facepunch_assert -> main (for actual testing and answering basic questions: is it useful? What can I add?)
1 Year Ago
Merge fixes
1 Year Ago
1 Year Ago
merge from drone_storage_slot - should fix weird main branch commit issue from earlier merge
1 Year Ago
remove jacket as rare armor
1 Year Ago
main -> facepunch_assert
1 Year Ago
Bug fixes, general cleanup
1 Year Ago
Assert throws exceptions Check wont print anything - just returns state
1 Year Ago
Anchoring improvements. Refactored to now check Anchoring not Lowered. Anchoring is when lowered AND in valid water (todo).
1 Year Ago
rebuild hackable crate loot
1 Year Ago
merge from main
1 Year Ago
Clean: missed newlines Tests: none, trivial change
1 Year Ago
New(editor): LoadMapFile - added Server Occlusion Debug section - refactored ServerOcclusion.DebugPath to not draw anything and just gather cells traced Allows to debug occlusion bugs without having to enter play mode Tests: used the tool in the editor, confirmed it compiles in SERVER+CLIENT and SERVER envs
1 Year Ago
BBS fixes
1 Year Ago
merge from drone_storage_slot
1 Year Ago
meta_shift -> main
1 Year Ago
merge from meta_shift/monument_shuffle
1 Year Ago
merge from main
1 Year Ago
added `drone.disableSamTargeting` convar for balance testing
1 Year Ago
Re-added DLSS crash fix after subtractive merge issue that removed it
1 Year Ago
autoturrets target non-authed playerowned drones (ignore non-controlled drones like market drones) - gave drones proper vehicled detailed collision and AI collider for turret targetting
1 Year Ago
Remove using
1 Year Ago
Removed collision from tiny tarp D. Replaced shovel and water catcher props with static versions. Added environment volumes to farm barge (not working currently). Static versions of vinyl crates.
1 Year Ago
player-controlled drones targetable by SAMs
1 Year Ago
Setup for other monument types
1 Year Ago
Reverted changes to skydome's TOD_sky night settings
1 Year Ago
Merge from main
1 Year Ago
missing change
1 Year Ago
moved drop input response so it's reliable
1 Year Ago
Merge from underwater_lab_windows_fix
1 Year Ago
Merge from main
1 Year Ago
Merge from render_pipeline_testing
1 Year Ago
Updated Spinning Radar Prop Textures
1 Year Ago
Merge from main
1 Year Ago
Applied Boat block type to remaining boat blocks
1 Year Ago
Small oilrig no longer spawns in T0
1 Year Ago
merge from main
1 Year Ago
merge from monument_shuffle
1 Year Ago
merge from monument_shuffle
1 Year Ago
merge from stringpool_warnings_investigation
1 Year Ago
junkyard building block changed to sphere No loot location changes If monument spawns in T1, spawns better loot compared than T0 S2P
1 Year Ago
Satelite dish minior loot suffle Changed prevent building zone to sphere Switched all crate spawns to tier loot (better loot if monument in T1 and T2) S2P