138,448 Commits over 4,324 Days - 1.33cph!

Today
Paint line tool, directionlock method
Today
Boat building stations now cache the steering wheel in the buildable area This avoids the slow Vis when building on boats and when HBHF sensors check privilege of detected players on edit mode boats
Today
Add missing SetApplicationId call for Discord integration
Today
stripping shipping container models from the decal submeshes converted all prefabs to meshLOD
Today
Minor HBHF refacto, don't bother polling privilege if the players in the trigger aren't elligible (dead or sleeping) All tests passed
Today
Added IPrivilege, implemented by BuildingPrivlidge and SimplePrivilege (vehicles, shelters) Added GetPrivilege in DecayEntity, gives a building/vehicle agnostic privilege getter HBHF sensors now use that, so they can work on boats
Today
merge from main
Today
storage boxes prefab adjustments, disabled LOD3 shadows, cleaned up unused overrides
Today
Merge: from spectate_stay_after_dc - Update: when spectating a player that disconnects, the client starts orbiting their last position. Third-Person is the only valid camera mode in that situation Tests: spectated a player that disconnected - was able to look around.
Fix throttle hand interactions on RHIB These were working originally but after as many small changes they ended up being forgotten
Today
Merge: from main
Today
Update: client now hovers last spectated player's position in third-person mode when spectated player disconnects/gets nuked Tests: spectated player that disconnected - started orbiting. spectated as only player on server - orbiting original position (as before)
freshwater_fix
Revert to a better cs: #144447
Today
added ddraw to playerboat.lookatdragbyangle command
freshwater_fix -> main
Revert proc map to #142609
Today
Update: when spectated player disconnects, stay spectating above their player Don't like how the logic is tied to the player/sleeper, need to improve on the clientside Tests: spectated player, then that player disconnected - stayed in an area
Today
merge from collider_cleanup_feb_26
Today
Fix GroundWatch not working for large battery, splitter, volcano fireworks (recent regressions) and fishtrap (old issue) New deployable test for the root cause, there has to be at least one collider on a layer visible to GroundWatch, otherwise it never gets notified
server_browser_obfuscation_fix -> main
Dont obfuscate ping assmembly
Ordering changes
Today
merge from deepsea_fixes
Today
Set deep sea buoy flares LOD to dynamic so their distances are respected (LODGrid stops refreshing statics after >500m) Fixed DistanceFlareLOD not refreshing on enable/disable, and fixed the broken fading
Today
merge from junkpile_water_clip_fix
Today
realmed removed rigidbody component from junkpile_water_(a/b/c) prefabs
Today
merge from main
Today
merge from main
Today
ammo box - fix lod assignment in art prefab, disabled shadows for lod3
Today
wood box - unlinking prefab as variant of original box prefab
Today
▋▋▇▉▄ ▋▄▅▆▊▊▍▊▋▌▆▌▋▋▍▉█ ▌▌█▉ ▆▄▌ ▌▊ ▆▋▊▌▌▌▌▋ ▋▉▇█ ▉▅▊▋ ▆▋▊
Today
comps box gibs and corpse
Today
▅ ▆▌█▋█ ▌▊▊▌▍ ▄▅▅▇▅▋▊▉ ▍▌ ▆▍▅▍▇▍ ▍█▌▋ ▍▋▉▄▊▊█ ▍▍▋▍▉ ▍█▆▄▅▆▍ ▆▌▊▌▄▍▆▋███▍▆▋▄▍▇ ▊▄▋█ ▇▋▊▆▍▊ ▄▊▊ ▆▌▊█▉▌▆▍ ▉▅▇▍▍██ ▌▋▌▍█▍█▄▉ ▉▍ ▅▄▉▅▇ ▆▄▋▆▊ ▆▋ ▅▅
Today
▊ ▍▅▆▇▉ ▇▅██ ▆▆▉▊▊█▇▄▉▉▋▍▋▋▌▊▅▇▅▄█▋▇▉▋▉▌▋
Today
merge from main
Today
Automated find prefabs with standard shader and disable object motion vectors. Add command to print meshrenderers with motion vectors on in scene.
Today
Merge from baked_mesh_optim
Today
Apply proper bounds, fixes terrain rendering
Today
Merge from main
Today
█▉▉▉▋▉ ▌▅▉▉ ▇▄▄█▄█▍▅▇█▊▄█▍▄▉▆▇▍▊
Today
▍▇▌▇ ▆▊▇▊▇▅▉▆▇▍▇▌ ▉█ ▇▄▉ ▋▆▊▍▌▇ ▋▋▌▄▇▋▇ ▉▆ █▉▅▆▄▅ ▌▌▆ █▊▄▇▊ ▄▇ █▋▄▅▄▆▇ ▇▇▊▍▉▄▆▉▄ ▇▅█▍▆ ▄▄▇▌█ █▉▅▇█▄▋▋▍▍▆█▅▅ ▆▌▍█▅▆▋ ▍▍▊ ▊▅▅▅▅▇▋ ▊▆▉▌ ▌▅▍▆▍ ▌▇▇▉▋▍▍ ▆▊█▅ ▊▅▉ ▊█▉█▋▆▌ ▉▊▉ ▅▉▅▉▇█▊ ▍▆▆ ██▊▇▍▋▅ ▌█▊▆▅ █▊▌▇▆ ▊▆▍▄▇▋▋▇ ▅▋▇▍ ▆▌▅ █▍▅▆▌▆▉ ▄▄▍▄
main -> sendmodelstate_optim
playerboat_deployable_snapping -> main
Dont use root - was grabbing the boats rotation
Snapping now works as well on boats as it does on land. Boat snapping has slight spacing between it when compared to land spacing, this is to accomodate the up and down motion of the waves
Today
Merge from main
Today
- TerrainHoles support - Add compute blit when using R16 format - Only create R16 map when enabled - Change low res heightmap to use full uint16 range - Initialise groupthread min and max at texture bounds to fix border values
Today
Revert to version of NMS scene from 140572 (with broken rock references) Reapply no respawn zone Fixes NMS not spawning
Project y directions rather than assuming y = 0