197,744 Commits over 4,140 Days - 1.99cph!
Store overlay page carrousel scroll, arrow buttons
snap_deployable_improvements -> main
Fixed computer station snapping
Fixed cooking workbench snapping
do not copy shadow mode from renderer to avoid rendering shadows twice
snap_deployment_improvements -> main
Further refinements to snapping feel
Fixed screen mode setting changing the wrong convar
Fix bug which could cause a 'wall' to be returned when it should've been deployable snapping
Prevent corner hits from easily hitting the floor
Ensured float checks on score dont lose float accuracy
Bugfix: BaseRaidBench - make sure weapon flags are synced with held state
Tests: ran the scene
added Projectile.UseBatched ClientVar to switch between serial and batched tick for projectiles
Update: BaseRaidBench - give players projectile weapons on spawn
For what-ever reason, doesn't appear in hands(instead on back), despite being reported as "held". Still investigating
Tests: ran the bench scene
Fix Typo in ServerAdminPlayerInfo
Finishing up blend layers on floating walkways
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Jobified trace-testing in HitboxSystem, also replacing local NativeArray helper function with existing Expand static extension
Fixed some old sins in debug.cs (static public -> public static) and fixed old typo in debug.invis description text
Exclude soft mask assembly from obfuscation
corrected InitializeVelocity on projectile to keep Projectile performance test consistent between runs (increased run-count)
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merge from store-june-2025
merge from legacy_wall_gate_sitem
merge from player_report_endpoint_changes
merge from compound_spawn_tweaks
ghost ship trawler exterior
textures resize on many onboard props
ship name decal prep
Admin command `debug.invis` now displays GameUI when invis is active https://files.facepunch.com/jacob/1b0111b1/Unity_mEGC9tT2nm.png
Water barrel cant snap to other water barrels, bounds are too hard to work with
snap_deployable_improvements -> main
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snap_deployable_improvements -> main
Fixed storage barrel b corner snapping
Fix typo on legacy wood - updated strings
Fixed snapping not working right on brutalist foundations
Continuing working on blends for floating walkways
Added a missing Preserve attribute in SoftMask, constructor fails in obfuscated clients
Removed SetPhrase in Bootstrap, localization isnt loaded at this point
Optim: reduced unnecessary Transform reads in batched position/rotation update, also added AddRange(BufferList<>) function to BufferList to change to that for marginally faster loop speed
Test: consistency tests passing with serial using old method still
Update: BaseRaidBenchmark - adjust the camera positioning to get the full circle in view
Tests: ran the scene