160,741 Commits over 4,566 Days - 1.47cph!

1 Year Ago
simple deepsea/mainland heightmap query split (5th iteration of it) - currently limited to positional queries, normalized coord queries map directly to mainland data still - also fixed issue with deepsea shorevectors where they weren't being rotated into worldspace properly and still pointed in localspace directions
1 Year Ago
rebaked tropical scene shore data to include heightmaps
1 Year Ago
Optim: VineSwingMountable no longer syncs positions by default Should save another 0.7ms Tests: Swung across multiple vines in playground_vineswinging, descended on one to ground
1 Year Ago
Fix exec command attributes, add `bot.exec_command_all` to execute commands on all bots.
1 Year Ago
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1 Year Ago
Add `bot.exec_command` and `bot.exec_command_sphere` to execute commands on bots.
1 Year Ago
Knight Armour vest and pants repose.
1 Year Ago
More setup and experimenting.
1 Year Ago
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1 Year Ago
Fixed FindPrefabPathsByLabel returning assets that contained the target label ("BaseVehicle" was returning assets with "BaseVehicleSeat" for example)
1 Year Ago
correcting for height data normalization, denormalize with baked info and renormalize to current world size on application - lets us be consistent with how we interpret height data betweek deepsea and mainland
1 Year Ago
Missed some floating walkway commits
1 Year Ago
Fixed glass mesh layer (transparent > world)
1 Year Ago
Consolidated into new lighting prefab.
1 Year Ago
merge from pivot_or_die
1 Year Ago
Compile fixes
1 Year Ago
When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway
1 Year Ago
Fix scientists trying to shoot through glass on ghostship, the glass windows were setup incorrectly (using the transparent layer instead of world)
1 Year Ago
Centralize logic that checks if a npc bullet will be blocked if they fire
1 Year Ago
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1 Year Ago
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1 Year Ago
Remove disabled gameobject from new UI
1 Year Ago
Another attempt at fixing new scientists unable to shoot the player's head when it's the only thing poking out
1 Year Ago
Merge from ui_improvements
1 Year Ago
M4 shotgun spawns inside hackable crates again L96 chance lowered
1 Year Ago
Reduced autoturret loot chance (increased too much last update)
1 Year Ago
Removed blue keycard from outpost vendor
1 Year Ago
Boat Vendor now sells DPV for scrap
1 Year Ago
DPV now requires metal fragments rather than HQM to craft
1 Year Ago
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1 Year Ago
Fix scientists reacting too slow when fighting a player that hid and getting shot in the back by another player, hook new scientists to Server.pveBulletDamageMultiplier
1 Year Ago
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1 Year Ago
Optim: crate_underwater_* - only sync positions once freed Should save us 0.7ms on 4.5k server Tests: untied basic and advanced crates on Craggy and observed them raise up
1 Year Ago
merge from main
1 Year Ago
Bugfix: disable Drop To Ground on spawnpoints for junkpile_water_* barrel spawns Some were incorrectly placed leading to barrel spawning on the ocean floor. Tests: spawned on craggy, inspected a bunch of junkpile_water_*, none had underwater barrels
1 Year Ago
Post merge regen things
1 Year Ago
Merge from naval_update
1 Year Ago
Optim: junkpile_water_* - enable client interpolation and use InvokeHandler instead of InvokeHandlerFixedTime Fixed time handler fires off 10x more by default, and it would generate 3x more position tick messages than InvokeHandler. Will need validating on naval_update Tests: observed transofrm values of a junkpile in editor while close and at a distance - interpolation didn't throw it anywhere
1 Year Ago
Buildfix: remove stale debug code Tests: editor compiles
1 Year Ago
m92 mesh update - parts of the previous mesh were not properly centered.
1 Year Ago
merge from halloween_2025_disable
1 Year Ago
disabled halloween
1 Year Ago
Birthday Hat - Updated manifest and localization
1 Year Ago
Birthday Hat - Adding models with material and textures. WM setup. Some still placeholder.
1 Year Ago
merge from guide_materials_tweaks
1 Year Ago
tweaked guide material settings further
1 Year Ago
Added prevent movement volumes to the small ramp to stop players falling through
1 Year Ago
Merge from hackweek_boxsorting
1 Year Ago
More sorting fixes Apply a 1s delay to all sorting after a container is marked dirty, if a container is marked dirty again in that window restart the timer. This prevents sorting running every time an item is moved if a player is hover looting a container
1 Year Ago
Sorting should preserve positions of objects that are considered equal by the selected sorting mode (eg. sort by count, can now swap around all the 1x stacks while keeping the >x1 stacks in order) Added a passthrough to the storage adaptor Storage adaptor now requires 1 power (won't require power to use industrial transfers, only for sorting)