129,744 Commits over 4,201 Days - 1.29cph!

45 Days Ago
merge from naval_update -> deep_sea
45 Days Ago
Convars to config the wipe interval
45 Days Ago
exported chiansaw 3p deploy and attack anims that match viewmodel versions
45 Days Ago
Deep sea is saved and wipes every X hours When wiping: - move all players back to the main island - kill any entities inside - spawn the content again
45 Days Ago
Fix not being able to pick up gifted sleeping bags on tugboats/in shelters
45 Days Ago
Optim: ServerOcclusion - rewrite cache generation broadphase to use parallel jobs - Takes broadphase from 4.8s to 0.4s This is tiny, since narrow-phase is the longest (on my 4.7k test map total time is ~240s). I'll do narrowphase next. Tests: generated on a custom map and visualized the occlusion grid
45 Days Ago
Bugfix(editor): LoadMapFile - check for relevant state after domain reload to allow occlusion cache rebuild Tests: triggered a couple reloads, no NREs when generating cache
45 Days Ago
Fix compile errors
45 Days Ago
Added static respawnable versions of other planter types - varied up crop spawning. Added static version of water barrel for farm (WIP). Updated manifest file.
45 Days Ago
Spike Trap LODs Gibs and backface fix
45 Days Ago
merge main into naval_update again
45 Days Ago
subtract flashlight beam optimizations
45 Days Ago
Add 'Check.HasBuildingPrivilege' and 'Check.InBuildingPrivilegeArea' 'Check.HasBuildingPrivilege' = you can actually build, gives you a boolean yes or no. 'Check.InBuildingPrivilegeArea' = in an area, might not be able to build Naming convention was driving me nuts with 'CanBuild()' vs 'GetBuildingPrivilege()' everywhere
45 Days Ago
Cannon work in progress, basic firing/reloading based on ballista.
45 Days Ago
New: added GamePhysics.CheckBounds that uses parallel Burst jobs - added unit test to validate it Tests: ran unit tests
45 Days Ago
merge from main
45 Days Ago
naval_update -> scientist_boat_ai
45 Days Ago
Bugfix(editor): LoadMapFile - ensure terrain state is setup after domain reload when we generate server occlusion cache Tests: ran generate server occlusion cache after code edits
45 Days Ago
main -> naval_update
45 Days Ago
facepunch_assert -> main (for actual testing and answering basic questions: is it useful? What can I add?)
45 Days Ago
Merge fixes
45 Days Ago
45 Days Ago
merge from drone_storage_slot - should fix weird main branch commit issue from earlier merge
45 Days Ago
remove jacket as rare armor
45 Days Ago
main -> facepunch_assert
45 Days Ago
Bug fixes, general cleanup
45 Days Ago
Assert throws exceptions Check wont print anything - just returns state
45 Days Ago
Anchoring improvements. Refactored to now check Anchoring not Lowered. Anchoring is when lowered AND in valid water (todo).
45 Days Ago
rebuild hackable crate loot
45 Days Ago
merge from main
45 Days Ago
Clean: missed newlines Tests: none, trivial change
45 Days Ago
New(editor): LoadMapFile - added Server Occlusion Debug section - refactored ServerOcclusion.DebugPath to not draw anything and just gather cells traced Allows to debug occlusion bugs without having to enter play mode Tests: used the tool in the editor, confirmed it compiles in SERVER+CLIENT and SERVER envs
45 Days Ago
BBS fixes
45 Days Ago
merge from drone_storage_slot
45 Days Ago
meta_shift -> main
45 Days Ago
merge from meta_shift/monument_shuffle
45 Days Ago
merge from main
45 Days Ago
added `drone.disableSamTargeting` convar for balance testing
45 Days Ago
Re-added DLSS crash fix after subtractive merge issue that removed it
45 Days Ago
autoturrets target non-authed playerowned drones (ignore non-controlled drones like market drones) - gave drones proper vehicled detailed collision and AI collider for turret targetting
45 Days Ago
Remove using
45 Days Ago
Removed collision from tiny tarp D. Replaced shovel and water catcher props with static versions. Added environment volumes to farm barge (not working currently). Static versions of vinyl crates.
45 Days Ago
player-controlled drones targetable by SAMs
45 Days Ago
Setup for other monument types