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157,382 Commits over 4,566 Days - 1.44cph!

Yesterday
Merge from main
Yesterday
Fixed failing NPC mounting tests (switched tests to use sheep and not cow)
Yesterday
MeshPaintable3D uses 16-bit unorm UV buffer instead of Half float. Increases precision up to 32x without increasing memory since all 3d painted meshes have UVs in the 0-1 space. Fixes blotchy and jagged brush strokes. Also effects egg suit.
Yesterday
merge from main
Yesterday
Cherrypick 168219
Yesterday
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Yesterday
Restore opacity slider to tattoo UI Changed tattoo UI to sample colours from a .asset instead of colour picking from an image so we can use tattoo-appropriate colours (currently uses same colours as before except black)
Yesterday
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Yesterday
Add bump effect to tattoos
Yesterday
Fix servers saying 'Development Server' in the pause menu when you're connected to a normal server
Yesterday
Lower quant from 1cm -> 1mm for position - switch from sending delta position to sending quantized acceleration so we can keep 1 byte per update after moving to a 10x smaller quant - if acceleration is larger than 0.127m / tick then it will send full acceleration (allows it to support instant teleports and large changes in velocity) - will fine-tune values further
Yesterday
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Yesterday
- Disable clan features in softcore, like they already are in hardcore - Add clan table as a restricted item in softcore and hardcore. You can't use them anyway - Fix tech trees showing restricted items. Saved me having to make a whole new tech tree for softcore just to hide the clan table - Fix the custom inspector stuff on ItemDefinition for setting a restricted item not working in all prefab modes - Add dictionary lookup for finding gamemode item restrictions
Yesterday
Disabled saving on both the apple.tree and coconut.tree prefabs (this stops the fruit piling up and floating after server restarts oops). Replaced array with a list and use Facepunch.pool instead of allocating an array each time. Set the positon and rotation of the fruit straight away. Removed apple chance from oak_f. Instead move to oak_e which has a chance of spawning apples and a beehive. General code clean up.
Yesterday
merge from weapon_refresh_nailgun
Yesterday
Fixed nailgun missing muzzlepoint, was erroring when put in a turret
Yesterday
Fixed nailgun world model outlline
Yesterday
merge from main
Yesterday
merge from skinviewer_nailgun
Yesterday
Added nailgun to the skin viewer
Yesterday
Tattoo layer tweaks, subdermal+ink layer Some test assets
Yesterday
Only check if quant settings have changed once per frame in flush instead of every single position packet
Yesterday
Added modular contraption kit, textures and materials for testing purposes.
Yesterday
merge from weapon_refresh_nailgun
Yesterday
updated workshopsource nailgun model
Yesterday
Switch from generic stream -> BufferStream in the EntityPositionBatchReader since both demos and network data share the same class of stream for packets
Yesterday
Send positions & rotations quantized - reduce the 3x positions floats from 4 -> 1 bytes when they are within 1.27m per tick (1cm quantization) - reduce the 3x rotations from 4 -> 1 byte when they are within 25 degrees per tick (0.2 degree quantization) - will fine tune the values if it's too high a quant - fallback to sending the full value when it changes by more than a delta - tell the client what the quantization is so it can be changed during the session and be captured by demos
2 Days Ago
Fix tests
2 Days Ago
Set a bunch of textures to non readable
2 Days Ago
Update: meta changes for some(?) textures on reimport Tests: none
2 Days Ago
Update: patch ugui fork to keep up with API changes Replicated relevant code from upstream package Tests: editor boots
2 Days Ago
Update: automatic package upgrades Tests: none
2 Days Ago
Lighthouse rework WIP. Lighthouse now needs repairing, like the airwolf helipad. Repairing it restores the light and opens the deep sea. Moved airwolf airpad to use a new RepairableStructure base clase which the lighthouse now also uses.
2 Days Ago
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2 Days Ago
merge from server_packet_capture -> main
2 Days Ago
merge from boat_dismount_points_preprocess
2 Days Ago
Add `packet_capture` command to capture outbound packets on the server - will capture up until a certain size or time limit is reached - writes to disk with 8MB buffer - intended to allow capturing network data so we can simulate optimizations on the raw data - no overhead when turned off
2 Days Ago
Codegen
2 Days Ago
rust 13th birthday cake; - textures added - icon updated - material updated - prefab updated
2 Days Ago
Playerboat dismount points are now baked into prefab attributes instead of a transform array on the block Authoring is the same in the prefab but the transforms can now get stripped during preprocess Saves a couple gameobjects and the array per block, but opens the door to do more stripping on all building blocks
2 Days Ago
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2 Days Ago
Merge from main
2 Days Ago
merge from render_pipeline_testing
2 Days Ago
implement texel density vizzer in RRP
2 Days Ago
Merge from icon_ui_optim
2 Days Ago
don't render water in preview cameras
2 Days Ago
merge from boateditmode_priv_fix
2 Days Ago
Fixed client showing boat privilege for edit mode boats you have no auth on
2 Days Ago
Budget group-change entity snapshots to fix client stutters when loading grids with large bases. The server sent up to 512 snapshots per player tick, which flooded the clients receive tick instantly anyway New server.snapshotsendrate (default 800/s per player) sets a budget from seconds (rather than ticks)