133,615 Commits over 4,262 Days - 1.31cph!

1 Hour Ago
Ensure we don't load saverestore files from mountable games
1 Hour Ago
Dracula fixes and Scarecrow repose
1 Hour Ago
Remove repeated allocations from getting missions from the mission manifest
3 Hours Ago
merge from birthday2025 -> main
3 Hours Ago
cherrypick from 139471
3 Hours Ago
exported latest vm paintabll anims and linked up camera in prefab
3 Hours Ago
Added new sounds for the butcher knife
3 Hours Ago
merge from boat_wall_trigger_improvements
3 Hours Ago
merge from ramp_plank_parenting_fix
4 Hours Ago
merge from kinematic_shoredrift_fix
4 Hours Ago
merge from trigger_parent_nre_fix
4 Hours Ago
Adding gesture anims for player update
4 Hours Ago
Merge from editor_shader
4 Hours Ago
Paintball Gun - Worldmodel, LODs and rebaked materials
4 Hours Ago
When converting back to editable, apply damage to the blocks that actually took damage, down to a minimum of 1hp. Any extra damage gets rolled over to additional blocks, as much as possible per block, resulting in not having to repair every block on a boat. (unless they all got hit...)
5 Hours Ago
Set edit flag on ice material when opening/closing edit mode
5 Hours Ago
Ice sculpture shader changes for edit mode
5 Hours Ago
Added new sounds for the 50cal movements
6 Hours Ago
Merge from naval_update
6 Hours Ago
Dont send aim dir at first - not needed
6 Hours Ago
reduce_balistagun_aim_packets -> main
6 Hours Ago
reduce_ballistagun_aim_packet -> main
6 Hours Ago
Restore server tick (no networking overhead)
Stop every BallistaGun firing off a roughly 32~ byte packet every 0.05 seconds Every cannon in the DeepSea was doing this at once.
- Fixed bug causing dismount not to unparent properly - Ensured ShouldRepositionPerFrame() is inverted for setting parent (no parenting was actually happening), but mount update was skipped
Today
Blocks track damage they've taken
Merge from naval_update
MountedPlayerSync (for scientist boats) reduced from 1ms -> 0.01ms
Today
Merge: from randomize_junkpile_checkempty - minor optim to load balance JunkPile::CheckEmpty Tests: looted one on craggy, saw it disappear
Today
Update: JunkPile.CheckEmpty now have a 5 second randomness Tests: looted a junkpile on craggy, flew away, waited and got back - it was gone
Today
fixed clipping issues on planner viewmodel
- Actually skip MountedPlayerSync() - Cleanup
Bring back changes on 65343, this allows us to bypass BaseMountable.MountedPlayerSync on a per mountable basis - Expose MountSyncType options (can now parent players to mountables, or reposition per frame as normal) - can be set per mountable - Allow AI to be able to handle these settings differently (eg we can parent just AI to mountables)
Today
rebuild censor chunks and reapply properly when censorsigns changes
Today
Merge: from procpop_debug - Bugfix: fix DensitySpawnPopulation prefab pool being starved out, resulting in failed spawn attempts - Optim: DensitySpawnPopulation early exits if it reached prefab population target isntead of continuing to try to spawn - New: spawn.report now contains info about failed iterations and how many entities it recently spawned - New: spawn.dump_map <pop> [count] which simulates spawns and generates pngs indicating general spawn area and attempted spawns. Pngs in <server_ident>/debug. Tests: 4.5k procgen in editor - server started with full junkpile pop, simulated spawn gave better numbers
Today
Update: dump_map exports to identity/debug/ folder - client buildfixes Tests: built all modes in editor, ran dump_map on craggy
Today
Refactor damage methods.
Today
Merge: from main
Today
Optim: DensitySpawnPopulation - stop trying to spawn prefabs when used up available prefabs This eliminates a lot of wastefull attempts Tests: while at full population, ran dump_map with 1000 items to fill - reported 0 attempts
Today
Show an error toast when trying to deploy & edit a boat that has been recently damaged.
Today
Bugfix: DensitySpawnPopulation - avoid weighted prefab pool starvation Bug from 2022 - we never checked if prefab instantiation ever failed, as it has it's own internal checks Tests: ran spawn.report - saw that junkpiles population was full after boot. deleted junkpiles pop then immediately simulated spawning - saw green pixels, got the count
Today
Update: spawn.dump_map - also report how many spawned and how many attempts were taken Looking at the texture it's hard to believe it has 800 green pixels, but apparantly it does. Tests: used dump_map right after delete_populations
Today
merge from store_gallery
Today
Added store images for the following: - LNY wallpaper - LNY wall divider - Halloween wallpapers - Balloon pack
Today
Hide pants repose
Today
merge from obb_test
Today
removed 3D gaussian blur entirely, it was too slow
Today
split censoring XYZ segment counts and convarred, defaulting to (4,5,4)
Today
Fixed steam inventory modal unable to send coroutines during their init