140,228 Commits over 4,352 Days - 1.34cph!

2 Months Ago
fixed SKS skinnable downloadable mesh filepaths
2 Months Ago
Underrwater breath bubble improvements. No longer fixed above your head no matter how you move.
2 Months Ago
Deep sea ocean color tweaks.
2 Months Ago
Fixed ocean fogging radically changing when approaching the ocean surface. Various more deep sea ocean tweaks.
2 Months Ago
Reverted missing imposter fix on a couple of palm variants. Both tropical and desert. (It was intentional) Undeleted their materials.
2 Months Ago
Merge from discord_sdk_1.8
2 Months Ago
Update manifest again - RHIBDriver had import error locally?
2 Months Ago
Commit paintball gun code progress
2 Months Ago
Last compile fix, tm.
2 Months Ago
Another burst compile error
2 Months Ago
fixed scrap XXL and XL, lightup XL guide meshes missing, tweaked collision surface types on all frames to be realistic
2 Months Ago
disabled off repair on frames
2 Months Ago
Fix burst compile error
2 Months Ago
Fix NRE in Construction.DoPrepare() when allSockets is null
2 Months Ago
tweaked deploy on paintable reactive target and fixed offset paintable collision on ornate frame xxl
2 Months Ago
Start by updating the manifest
2 Months Ago
merge back buoyancy_improvements. shared static buffer size changed - pulling this changeset requires an editor restart.
2 Months Ago
Add readonly container for ocean simulation data to make parallel use a bit more sane, it was previously just disabling all read/write restictions.
2 Months Ago
Fix native grid not having a non unique add method like the managed version.
2 Months Ago
Fix performance degradation over time in buoyancy batching from growing point arrays, this basically prevented buoyancy from sleeping. Sub array all buffers to let them shrink back down.
2 Months Ago
resized a lot of frame textures, removed unused ones, added plugs to all scrap frames
2 Months Ago
Deleted floating props from Floating City 4, ran S2P
2 Months Ago
Requests for what missions are valid on the server are now run on a work queue
2 Months Ago
Fix "Couldn't create player_connect event" appearing on success Apply some NPE checks to render data cache Fix player model eyes pointing elsewhere when singleplayer is paused Minor cleanup Added vec = game.GetWindSpeed( vec pos = nil ) * Optional arg that takes into account wind controllers with radius above -1 * Without arg = only use the global controller (if one exists) * position argument unfortunately will not do anything on client yet because the env_wind position is never networked to the clients * Function is shared
2 Months Ago
Tests: OcclusionGroupTests - TestNew_MoveOther (8) Simulates other players going through observer's network range. Have a separate CL that makes this test pass, but not sure I like the final result - will try to rewrite it all through a different approach to be simpler. Tests: ran unit tests, they fail without extra changes
2 Months Ago
frame Y values on shutter again
2 Months Ago
painting reactive target IO handles, updated manifest
2 Months Ago
lightup frame correct IO placements
2 Months Ago
mortar blockout + mortar ammunition
2 Months Ago
scrapframe shutter V values
2 Months Ago
More commands: playerboat.kill_all_above_block_count - kills all boats above specified block count playerboat.print_stats - prints the block count and other child count of all boats
2 Months Ago
Add menu option to toggle shutter of shutter frames (IO takes priority)
2 Months Ago
added params for default tiling and offset for shutters
2 Months Ago
correct Y offset values for shutter frames
2 Months Ago
lightup frame scripts integration
2 Months Ago
Add menu item to cache placement snap directions. Realm remove transforms from blocks.
2 Months Ago
fix inventory of scrap frames
2 Months Ago
set goldframe large slots back to 1
2 Months Ago
Initial script integration for shutter frames, without proper UV offset values, remove debug log from baseentity
2 Months Ago
Clean: dead code removal Tests: none, trivial change
2 Months Ago
Bugfix: OcclusionGroup - handle sleeper edge cases - when player disconnects, clean itself up from non-local occlusion groups - when sleeper moves, unsubscribe from occlusion groups go out of range or don't have a local player Tests: unit tests, all pass (yay)
2 Months Ago
- New scientist setup for both boats - Increased turret max attack distance 75 -> 125 - Cleanup
2 Months Ago
scrapmirror large mirror made hidden again (unused), tweaked shutter V value so its a bit higher so it doesnt obscure painting
2 Months Ago
RHIB Scientists now use LR300s - not MP5s
2 Months Ago
Seperate out rhib ai driver and pt boat ai driver into seperate prefabs so each can be loaded properly This fixes the loaded version of boat ai having worse stats than the regular fresh spawned version
2 Months Ago
RHIB Scientists can attack players at a way higher range 30 -> 70
2 Months Ago
added alex's stretching fixes to ornate and lightup standing mirrors, fixed label text on ornate standing clipping
2 Months Ago
- Fix some issues with position generators and exclusive mission points - Fix issues relating to player state missions data and resetting player state
2 Months Ago
Picture frames - fixed text box clipping with mesh on medium ornate frame
2 Months Ago
main -> boatai_balancing_changes