136,905 Commits over 4,324 Days - 1.32cph!

2 Months Ago
Added space station building skin video
2 Months Ago
main -> notifications_indicator_fix_2
2 Months Ago
Cherrypick 139564
2 Months Ago
snapping_corner_nre_fix -> main
2 Months Ago
merge from main
2 Months Ago
merge from censoring
2 Months Ago
corrected mesh ID used for physics mesh bake, also kick off the async bake jobs with ScheduleBatchedJobs for sanity as we want them to start asap to reduce the chance of them still needing to finish work when they are completed in the next FixedUpdate
2 Months Ago
Fix deployable snapping corner hit NRE
2 Months Ago
Reduced ocean scale when the deep sea is about to wipe
2 Months Ago
fixed wrong physics mesh assignment and server compile errors
2 Months Ago
Mannequin and MInigunammoBackpack repose
2 Months Ago
merge from naval_update
2 Months Ago
merge from main
2 Months Ago
merge from settings_fixes
2 Months Ago
Fixed outdated convar values in graphics preset, causing the preset to always show as "Custom" (shader LOD, shadow cascades)
2 Months Ago
Fixed graphics preset custom editor errors after the localisation changes
2 Months Ago
Fixed missing graphics preset in the settings menu
2 Months Ago
Twitch rivals flag reposed
2 Months Ago
separate collision mesh generation from visual, still works assigning the same mesh to both - lets us have consistent collision between censoredsigns being enabled/disabled
2 Months Ago
Merge: from main
2 Months Ago
Merge from naval_update
2 Months Ago
Merge from naval_missions
2 Months Ago
Re packing prefab for m92 rig
2 Months Ago
experimenting with disabling Physics.autoTransformSync during the mountables VehicleFixedUpdate - would likely have some consequences, but there's too many cases to easily test
2 Months Ago
Updating m92 prefab with new rig
2 Months Ago
Merge from editor_shader
2 Months Ago
Also allow concrete, sandbags and stone barricade in the deep sea
2 Months Ago
merge from naval_update
2 Months Ago
Fix GetUnmountedWaterFactor NRE
2 Months Ago
CalculateRepairCost now takes into account (potentially) varying hull/non-hull block costs
2 Months Ago
Still run UpdateCelestials in headless mode (needed to set IsDay and IsNight on the server which things like solar panels use)
2 Months Ago
Add a separate wood_boat_hull building grade so we can set different resource costs for the hull pieces in the future (currently the same cost) Point hull square and hull triangle to it.
2 Months Ago
Fix incorrect edgeFlags, rotation, and flipped border meshes
2 Months Ago
Merge from boat_health
2 Months Ago
Add vertex colours toggle to editing UI
2 Months Ago
Merge from naval_update
2 Months Ago
Fixed magnet crane not marked as Can Sleep (I swear I did this last week)
2 Months Ago
Merge from main
2 Months Ago
Merge from naval_update
2 Months Ago
Early return from the DroppedItem underwater check if the attached rigidbody is sleeping (it's unlikely to change submerged state while sleeping)
2 Months Ago
Removed Vis.Entities from the artificial light and temperature calculations for growables, now queries a Grid of light and temperature sources These paths are now completely physics free
2 Months Ago
Merge from relationship_optim
2 Months Ago
Added PersistentObjectWorkQueueListBacked, a new version of PersistentObjectWorkQueue that can be provided with a separate list to iterate over Handy for situations where we don't want to maintain a separate list of objects to iterate over, we can now just provide a list and the work queue will iterate over it Doesn't have Add or Remove methods as it only reads the list Updated RelationshipUpdateQueue to iterate over player list instead of a separate, identical list Added an experimental fast path to UpdateAcquaintancesFor that checks the server occlusion state to see if two players can see each other rather than raycasting Much faster than a raycast, although it will still fall back to that if the server doesn't have occlusion enabled, can be disabled with BasePlayer.allowRelationshipServerOcclusion
2 Months Ago
Move UpdateContacts in RelationshipManager to a PersistentObjectWorkQueue, budgeted to 0.05ms by default (BasePlayer.relationshipUpdateQueueFrameBudgetMs) This used to iterate over every player on the server every 1s so would scale poorly, will now gradually update relationships over time
2 Months Ago
Merge from botcollider_optim
2 Months Ago
merge from naval_update
2 Months Ago
Fixed deepsea billboards not killed as expected when the deep sea closes, caused by server restarts when the deep sea is open
2 Months Ago
merge from settings_fixes
2 Months Ago
merge from store_gallery
2 Months Ago
Revert accidental change to skin viewer texture resolution, needs more testing