139,051 Commits over 4,352 Days - 1.33cph!

Yesterday
Adding burst cloth for frontier hazmat and updating skinning
Yesterday
Camping Cooker Update
Yesterday
close more edge cases: - placing a lock on a box would show contents to everyone before master code was input - placing a lock on a box and then locking it wasnt hiding contents until next network update
Yesterday
wip floorpaper texture updates
Yesterday
Now sending packets over websocket, sending map via StreamContent, removed reliance on Time.frameCount (potential threading errors)
Yesterday
First pass trims/mat applications on kiosk A
Yesterday
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Yesterday
Client now takes a screenshot when running the copy commands and saves it into the copypaste files Set to 256x144 for now
Yesterday
Update: rewrite BasePlayer.UpdateSubscriptions into batch form Doesn't actually do anything different, just prep for adding managed tasks to it. Need to add unit tests and perf tests first Tests: booted into Craggy with jobs 3 - was able to see entities in the world
Yesterday
Up/Down arrows now move the autocomplete up and down Tab/enter/return puts the selected autocomplete entry in the input box as you'd expect
Yesterday
merge from indirect_instancing
Yesterday
rebase on main
Yesterday
* Turn `_PARTICLELAYER_ON` back to a multi_compile keyword to fix snow coverings. * Reject renderers with property blocks that set `_ParticleLayer` from instancing. * Keep renderers non-instanced when `indirect_instancing.fallback` is disabled. * Store reasons for reject/fallback and display it in the debug overlay. * Do not spam the console about fallback instances. * Rename ConVars monsters/non_monsters to multi_draw/single_draw for consistency. * Guard dangerous Indirect Instancing ConVars behind ClientAdmin. * Display the current biome when running `terrain.debug`.
Yesterday
single 50cal animation updates
Yesterday
Fix failed line of sight checks preventing vending machine purchases from floating city boat shopkeeper This was due to the invisible vending machine being under the sea 🐟 underneath the shopkeeper Updated flags for these vending machines so they are only accessible via talking to the shopkeeper, to prevent menu prompt conflicts for talking vs buying S2P all floating cities
Yesterday
Minor log changes
Yesterday
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Yesterday
Bugfix: PartialCompare - don't miss last object in b listhashset Could lead to a duplicate pushed to removed list Tests: ran unit tests
Yesterday
Add extra logs when coping/clearing
Yesterday
wip easter floorpaper textures, setup
Yesterday
New: ListHashSet.PartialCompare - early outs upon reaching addedLimit and removedLimit - added unit and perf test It still has linear complexity, but does seem to scale better Tests: unit tests
Yesterday
Potential fix for scientists weapon leak
Yesterday
re-exported viewmodel LR300 space rig minus arms mesh
Yesterday
main -> new_console-ui
Yesterday
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Yesterday
Clean: refactored NoClip perf tests to use Utils.MeasureAndPrint Tests: ran noclip perf tests
Yesterday
Fix tutorial missions still being active after respawning at mainland if player died and disconnected whilst in the tutorial
Yesterday
Clean: fix stream of warnings from running AntiHackTests Tests: ran noclip tests
Yesterday
Updated light textures
Yesterday
Update(tests): added perf tests for IsSpeeding and AreSpeeding AreSpeeding is slower at 50 players, but faster at 200 players (probably transient allocs). Tests: ran unit tests
Yesterday
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Yesterday
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Yesterday
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Yesterday
exported horse pooping, skid and trough graze anims
Yesterday
Codegen
Yesterday
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Yesterday
merge from main
Yesterday
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Yesterday
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Yesterday
Merge from main
Yesterday
Modified MidiJack plugin to only ever open one MIDI device at a time, possibly works around new win 11 midi driver issues
Yesterday
Fixed large planter not deployable on boats
Yesterday
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Yesterday
Override terrain texture globals with nearest deepsea island
Yesterday
Added simple IK solver, allow us to lean and shift the pelvis on slopes without going full crazy with LegsAnimator Increased the speed at which we align with the ground, feels better and seems to help reduce collision damage at high speeds
Yesterday
- Swap SendModelState over to a dirty system. Only update if dirty instead of every tick. - Included properly in save/load for players joining network range SendModelState was running every player tick. This was using 54 bytes per player per tick. The player was wastefully saving/loading this information as well (but not all of it, only some of it) This was also expensive ms wise on the server - this will cut it back
Yesterday
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Yesterday
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Yesterday
Merge from main
Yesterday
Use Vector3.Distance instead of BaseEntity.Distance as distance is a closer match to the previous behaviour for crossbreeding