125,653 Commits over 4,171 Days - 1.26cph!

12 Days Ago
Added stats display row for Anti-vehicle damage, removed vehicle damage from main "Damage" stat
12 Days Ago
added translations
12 Days Ago
Bugfix: ensure entities are subscribed to switched-to group before we transition it's children to new group - This resolves an issue when moving around fast with an item in hands, and it suddenly gets re-equipped Caused by backup of player subscription queue, which can "desync" player - they'll move to a new group they're not yet subscribed to. Tests: flew around at 100-speed noclip and monitored subscription queue size. despite backup, it no longer re-equipped my gun
12 Days Ago
Bicycle bunnyhopping basics https://files.facepunch.com/jacob/1b0411b1/Unity_tJ9ExIRjAG.mp4 Bicycle can now bunnyhop every 3 seconds by pressing right mouse button. - Todo: use the bike's angle in the jump - Todo: require bike stamina to jump - Todo: not jump when waterlogged
12 Days Ago
Merge: from main
12 Days Ago
Clean: comments, spans and names Tests: none, trivial changes
12 Days Ago
Progress on cleaning up all current conversation/mission changes
12 Days Ago
Optim: UsePlayerUpdateJobs 2 - merge partially ordered chains of snapshots - This reduces allocations (since we create less tasks), and should help with parallelization (reducing task scheduling overhead), but requires preprocess cost Tests: on craggy with UsePlayerUpdateJbos 2, flew out of bounds and respawned(this causes 500+ entity snapshots to be sent) 10 times in a row - no exceptions, disconnects and all entities seemed to be present
12 Days Ago
fix status effect vitals HUD overlay sorting under heavy helmet
12 Days Ago
Set dressing work from supplies barge
12 Days Ago
Fixed forever bug that caused the HAB to always have the hurt trigger active when it should turn off based on inflation and velocity
12 Days Ago
remove debug tex output
12 Days Ago
lod baker multiple source meshes support
12 Days Ago
Renamed killTriggers to crushTriggers and added the triggerMovePos to the list so it is activated/deactivated at the same time as the triggerHurt
12 Days Ago
waterpipe reload animation update
12 Days Ago
updated charity plushie 01 lods
12 Days Ago
Replaced blockout containers on supplies barge with generic floating city treatment container. Added static shelves prefab variant.
12 Days Ago
Bugfix: fix a missing profile scope in FoliageGrid Tests: used the profiler in editor, no more errors
12 Days Ago
Change hab.repair.item.prefab to use the hot air balloon avatar rather than the old placeholder bear rug so "Killed by X with a Hot Air Balloon" shows the correct icon
12 Days Ago
lr300 animation updates
12 Days Ago
Updated charity plushie meshes with LODs, and updated prefabs with new meshes
12 Days Ago
change sleeping player collider to x-axis capsule, to save on vertical space
12 Days Ago
- New TriggerPlayerMovePos script to move players with a vector relative to the centre of the trigger bounds - used to stop players getting stuck underneath a HAB when it lands on them in a safezone. - Pause players being marked hostile for 2 seconds when entering the move pos trigger to prevent the HAB marking a player as hostile if multiple players are landed on inside a safezone
12 Days Ago
Only run terrain culling when it's actually worth it (when camera is above some but not all terrain)
12 Days Ago
Don't load inventory inside container corpse, we already load it in base.
12 Days Ago
Fix instanceData on items getting disposed if an item gets loaded twice.
12 Days Ago
Tweaked some table lamp LOD distances, and added a missing mesh culler on the bulb.
12 Days Ago
merge from hackweek_crosshair_customization/settings_editor
12 Days Ago
Make previous compile fix match the other ifdef behaviour
12 Days Ago
Compile fix
12 Days Ago
12 Days Ago
Merge from naval_update
12 Days Ago
Introduce WIP version of ConcurrentBitArray for bitmapped damage tracking
12 Days Ago
Commit progress on deep sea islands mission
12 Days Ago
v4 player entity, hold type and prefab update for C4 and satchel charge
12 Days Ago
Bugfix: UsePlayerUpdateJobs 2 - maintain partial ordering of snapshots when sending to player using tasks - This fixes rare parenting desync that can manifest as a weapon attachment world model not hiding (or something much worse) Need to optimize it by merging tasks, as this can create too many tasks for the server to process Tests: flew around on Craggy with fast noclip - attachments didn't "duplicate". Shot animals, switched active items. Tested occlusion with 2p and geared guns
12 Days Ago
merge from sail_physics_test
12 Days Ago
increased rudder torque-control strength, set default control scheme to that for now
12 Days Ago
- Fix detail mesh being built but not assigned - Add option to specify whether or not we want to build the detail mesh - Remove sample detail mesh height param from SamplePosition (recast will always use the detail mesh if it exists anyway when sampling)
12 Days Ago
- Fix chunk bounds being incorrect - Add option to debug sample the detail mesh height (it seems to not be working)
12 Days Ago
Merge from main
12 Days Ago
merge from boat_building
12 Days Ago
third option on rudder control, bit of debug vis cleanup
12 Days Ago
- Multithread in C++ instead of C# as it's simpler to avoid allocs - Make navmesh build not generate any garbage - Add option to sample detail navmesh height - Tick navmesh from ServerMgr instead of letting unity decide