138,192 Commits over 4,324 Days - 1.33cph!

6 Hours Ago
merge from redirect_snapping
6 Hours Ago
Deployables can now snap to redirects of itself All the component boxes now snap to each other
6 Hours Ago
merge from boxes_dlc
6 Hours Ago
turned of SRGB on a number of box textures, mostly metal/rough
6 Hours Ago
Merge from main
6 Hours Ago
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6 Hours Ago
run codegen :facepalm:
6 Hours Ago
reenable_mountable_parenting -> main
Re-enable mountable parenting on RHIBs, Player Boats and 50 Cals. Staying away from Cannons + Ballista for now
Today
Move cannon hit checking to TakeDamage, balance cannon slowdown so that its actually noticeable (0.7->0.3)
Today
merge from main
Today
merge from hackweek_fill_containers_rand
Today
Massively refactor and streamline the filling logic to avoid a bunch of duplication In addition to `fillinventory` there's now use `fillcontainer` and `fillcontainer_radius` to fill containers with random items Works with storage containers and container io entities, prints out the ones filled, and warns if a container couldn't accept some of the items
Merge from blendedsoundloops_onvalidate_fix
Check if SoundDefinition template is valid before accessing it in BlendedSoundLoops::OnValidate Fixes error spam in editor
Today
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Today
Remove "Disable Platform Services" from iteration speed editor menu, it breaks way too often while other settings are generally safe to use.
Today
Add cvar for controlling cannon hit slowdown on boats
Today
exported updated 3p bone knife anims
Apartment complex b progress
Today
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Today
update from main
Today
Fixed limited store countdown showing "Refreshed in 6 days" when the skins are late
Today
Fixed owned items still showing up at the top of the limited and featured store when featured
Today
Added some arrow buttons and keyboard controls to store galleries (general and limited tabs)
Today
Merge from naval_cleanup_scientist_fixes
Today
Added a new font to support some missing currency symbol Added some missing currencies to the price formatter
Today
Added a way to embed styles in RustControl components instead of having to create new StyleAssets every single time
Today
Merge from main (knife.combat.entity and sunken.knife.combat.entity use versions from main)
Today
merge from storepage_boxes
Today
Added toast when the deep sea opens
Today
merge from deepsea_fixes
Today
merge from main
Today
Salvaged cleaver audio rework and implementation
Today
merge from main
Today
merge from deepsea_fixes/loot
Today
Terrain collision update tests - Implement CPU heightmap functions in GPU compute (HeightMapApply), should remove need for map sync - Profile tests for AddHeight and SetHeightsDelayLOD using a limited texel area - Add option to use terrain R16 maps, and the active terrain render texture - Use R16 UAV heightmap for compute and terrain vertex shader - Improve camera culling by including min/max height of cell
Today
Apply the same changes to all 4 tropical islands, expecting similar savings
Today
Simplify the tutorial island mesh collider in blender, most of the detail was under the ocean and in a grid pattern so not needed 293k tris -> 17k 8.53mb -> 496kb on disk Should go from 29.3mb in memory to 500kb, will need to verify final savings in build
Today
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Today
Equip Weapon Tool now looks through children of selected object before rescanning from the transform root
Today
Merge from sunken_and_combat_knife_orientation_fix
Today
Merge from puddlefix
Today
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Today
Merge from increased_deepsea_render
Today
Applied LODGroupDeepSeaConfig to RHIB and PT boat
Today
Added a new LODGroupDeepSeaConfig component for stuff using LODGroups, modifies the culling screen height percentage if the renderer is in the deep sea Applied to sails
Today
LOD components that are dynamic and in the deep sea will now return a quarter of the actual distance in GetDistance, should make things render further out without having to make changes across all prefabs
Today
merge from deepsea_fixes
Today
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