124,832 Commits over 4,171 Days - 1.25cph!

Yesterday
Food market barge - Replaced various placeholder world models with new static versions. Reduced AO on food market boxes. Removed bridge blockers from bar area.
Yesterday
Wall light will now allow you to grow plants Currently at a lower rate than ceiling lights
Yesterday
better defaults for pos/dir influences vars
Yesterday
per-sail force application and steering test - convars for force application point/direction modifiers - brought PlayerBoat back down to derive from BaseBoat rather than MotorBoat, though we still handle forces propulsions separately
Yesterday
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Yesterday
Medical bay container collision
Yesterday
Fix being able to see nametags through water.
Yesterday
Merge from boat_building
Yesterday
medical bay container LODs
Yesterday
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Yesterday
Apply new changed script to the wall fluorescent light
Yesterday
Walllight now refreshes growables
Yesterday
merge from string_lights_fix_2
Yesterday
Remove rounded foundaction block from planner list
Yesterday
updated wallcabinet lock positon
Yesterday
Undo: Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
Yesterday
Undo setting instancing flags on additional materials because the automation seems to be still incorrect
Yesterday
Add snapping to the test generator Setup ranges on the snapping values so its a little easier to tune
Yesterday
- Initial setup of oil rig mission - More small misc changes to mission editor
Yesterday
Tweak dismount positions for steering wheel for more lenient mounting
Yesterday
First pass medical bay container shell plus materials
Yesterday
Cherry pick quick-save to GameSetup specified save file so I can merge to main after lockdown.
Yesterday
Added an option to the Game menu to quick save to the savefile specified on the GameSetup object, without the need to deal with the file dialog.
Yesterday
RPC Build
Yesterday
Force 32 bit index space everywhere (for now)
Yesterday
Fixed node visuals not chaning while harvesting them
Yesterday
Merge from naval_update
Yesterday
Merge: from baseplayer_serverupdateparallel - Bugfix for frequently disabling UsePlayerUpdateJobs leading to player cache desync Tests: wrote a unit test that confirms the bug and confirms the fix
Yesterday
Merge: from main
Yesterday
Disable my test scene loading in craggy
Yesterday
Update: move OcclusionCache reset to always happen for disabled UsePlayerUpdateJobs Don't think this fixes anything, but helps avoid invalid emergency shutdown fallout if it happens in the future. Tests: none, trivial change
Yesterday
Merge from boat_building
Yesterday
Compile fixes
Yesterday
Bugfix: StableObjectCache - properly drop references when clearing - PlayerCache emergency shutdown logic inspects internal buffer, which tripped up. Change also allows GC - Added a unit test that validates Clear call. Tests: Ran the new unit test - it was borked before the fix, gud afterwards
Yesterday
Renamed all of the floating city container materials to be more standardised
Yesterday
Merge from boat_building
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
merge from sky_circle_fix
Yesterday
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Yesterday
merge from abel_tc_auth_fix_2
Yesterday
merge from wall_cabinet_pickup_fix
Yesterday
merge from decor_lighting_dlc
Yesterday
merge from bed_blocking_chandelier
Yesterday
deleting unused textures from deck crane and rhib crane AO curve tweaks so it's less intense on them set ghost ship LOD textures to repeat as they default to clamp, causing issues