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157,802 Commits over 4,566 Days - 1.44cph!

Today
merge from parentedwires_fix
Today
Fixed ramps being blocked by a ramp up to 3m above them, even through a floor Before: https://files.facepunch.com/Flavien/HBY2KuTgRqaGSCaS.png After: https://files.facepunch.com/Flavien/Zn3TXA05xInRni5i.png
Ensure global map markers skip the LOD system
Today
merge from skull_trophy_fixes
Today
Fix all four skull trophy variants looking the same Fix skull trophies never updating their visuals (whether a skull is inside or not, and nighttime visuals) Improve colliders across all variants since they are different sizes, add glass phys material to the jar variants
Support for LODs on global networked entities - map them to a large size grid based on position and evaluate LOD level from there Setting to ignore network LODs
Today
merge from viewmodel_skinning_update
Today
All floor frame and triangle floor frame skins of the same grade now share the same collider
Today
Added editor test checking that all frames skins of the same grade share the same collider
Today
Fixed being able to codelock the carvable pumpkin
Today
All stone frames now use the same mesh collider Fixes triangle roofs being blocked by stone frames depending on their orientation https://files.facepunch.com/Flavien/frame.png
Today
Clean: remove editor-only extra memory estimator for pooled containers (memory_overhead_tracking_enabled) - codegen I haven't used it in 1+ years since adding it, so no need for extra complexity Tests: editor compiles
Today
Fix graveyard fence col import settings
Today
Today
scrap king; - gib tweaks - prefabs updated
Today
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Today
the purifier now uses water_desalinator_LOD1 as its guide mesh until we update to use the newer deployer sytem that can use prefabs
Today
Merge from render_pipeline_testing
Today
Added a check to AmbientLightLOD to ensure we don't force disable shadows when it also has a LightLOD component on the same object
Today
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Today
scratch petting animation polish pass on vm
Today
Cherrypicked 168720 168721 168722 + auto trim urls in store images
Today
Fixed square roof side overhangs blocking foundations placed beside them Before: https://files.facepunch.com/Flavien/foundation_before.png After: https://files.facepunch.com/Flavien/foundation_after.png
Today
Merge from main
Today
Merge from main
Today
merge from boat_test_cleanup
Today
switched fixed wait to polling with timeout, takes 2s off another test
Today
removed most low-quality playerboat tests from CI, fixed small bug in one
Today
Minor code cleanup
Today
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Today
Merge from render_pipeline_testing
Today
Merge from main
Today
Remove UI grabpass and BIRP only code from UI blur shaders
Today
Apply fog to RRP underwater window in forward pass
bot
Today
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Today
Invoke via a UI button, very WIP
Today
Some general refactors to make the local server process more generic for future plans
Today
Updated paths
Today
Fixed furnaces not working Removed tutorial island map marker (we can just render terrain) Fixed navmesh not starting Disable all skins while in tutorial (saves us having to bundle redirects)
Today
Instead of running BuildAssetBundles over all assets when making a tutorial build and putting all non tutorial assets in the private bundle, just run BuildAssetBundles over the assets needed by the tutorial Cuts down tutorial bundle builds to a couple of minutes from 15
Today
Sort animals to show in the vendor list, show young animals last so they can't drown out actual sellable animals Fixes remaining tests
Today
Merge from rent_shop_sulfur_fix
Today
Fixed rentable shops dropping sulfur when used in a transaction
Rin
Today
Salvage Workbench Upgrade now has a 20% chance to not consume a blueprint. Effectly the same as before Updated testlist 1 missed file
Today
More intelligent process for finding assets that need to be in the tutorial asset bundles Strip shaders entirely when building server or tutorial bundles - they end up in the private bundle and are deleted anyway but are still compiled and packed, now clear all variants for the build Reduces tutorial bundle build process from 40 minutes to 20 minutes Fixed some more missing assets in the tutorial bundles Fixed resource pings not working Can now boot a client, run the tutorial locally and client and server combined uses < 10gb of memory
Today
Fix foliage grid NRE in cases when heightmap doesn't exist yet
Rin
Today
Removed blueprint fragments from workbench crafting recipes. Replacing with old scrap values WB LVL1 - 50 WB LVL2 - 500 WB LVL3 - 1250 Blueprints will now be used to progress the tech trees instead of scrap. Currently 1 per item. WB LVL1 - Blueprint Fragment WB LVL2 - Blueprint Page WB LVL3 - Blueprint Book Engineering workbench will use Blueprint fragments Blueprint Fragment can be found in barrels, boxes and common low end loot sources Blueprint Pages can be found where Basic Blueprint Fragments previously were Blueprint Books can be found where Advanced Blueprint Fragments previously were Blueprint Fragment can be upgraded into Blueprint pages at 10:1 Blueprint Pages can't upgrade into Blueprint Books Items can still be researched via the research table for scrap Default blueprints 10 Common 15 > 20 Uncommon 30 > 40 Rare 60 > 100 Very Rare 120 > 300 More balancing and changes to come
Today
Merge from poolable_wearables
Today
Add poolable components to a bunch of wearables, in most cases this brings the cost of creating that wearable from over 1ms to under 0.1ms, we'd pay this cost any time a player with this clothing entered network range or changed clothing Affects: buzzcut hair style (m+f), wolf headress, diving fins (m+f), wearable crate, gas mask, knight armour hat, metal mask and chest, nvg, ninja suit (m+f), paintball overalls, female cloth sash, bandit guard suit, clothing mannequin, nomad+space hazmat, nvg scientist suit, all jumpsuits, outbreak scientist suit
Today
Merge from livestock_vendor_young_animal