135,178 Commits over 4,293 Days - 1.31cph!

5 Hours Ago
fixed SKS skinnable downloadable mesh filepaths
5 Hours Ago
Underrwater breath bubble improvements. No longer fixed above your head no matter how you move.
5 Hours Ago
Deep sea ocean color tweaks.
5 Hours Ago
Fixed ocean fogging radically changing when approaching the ocean surface. Various more deep sea ocean tweaks.
6 Hours Ago
Reverted missing imposter fix on a couple of palm variants. Both tropical and desert. (It was intentional) Undeleted their materials.
Today
Merge from discord_sdk_1.8
Today
Update manifest again - RHIBDriver had import error locally?
Commit paintball gun code progress
Today
Last compile fix, tm.
Today
Another burst compile error
Today
fixed scrap XXL and XL, lightup XL guide meshes missing, tweaked collision surface types on all frames to be realistic
Today
disabled off repair on frames
Today
Fix burst compile error
Today
Fix NRE in Construction.DoPrepare() when allSockets is null
Today
tweaked deploy on paintable reactive target and fixed offset paintable collision on ornate frame xxl
Today
Start by updating the manifest
Today
merge back buoyancy_improvements. shared static buffer size changed - pulling this changeset requires an editor restart.
Today
Add readonly container for ocean simulation data to make parallel use a bit more sane, it was previously just disabling all read/write restictions.
Today
Fix native grid not having a non unique add method like the managed version.
Today
Fix performance degradation over time in buoyancy batching from growing point arrays, this basically prevented buoyancy from sleeping. Sub array all buffers to let them shrink back down.
Today
resized a lot of frame textures, removed unused ones, added plugs to all scrap frames
Today
Deleted floating props from Floating City 4, ran S2P
Requests for what missions are valid on the server are now run on a work queue
Today
Fix "Couldn't create player_connect event" appearing on success Apply some NPE checks to render data cache Fix player model eyes pointing elsewhere when singleplayer is paused Minor cleanup Added vec = game.GetWindSpeed( vec pos = nil ) * Optional arg that takes into account wind controllers with radius above -1 * Without arg = only use the global controller (if one exists) * position argument unfortunately will not do anything on client yet because the env_wind position is never networked to the clients * Function is shared
Today
Tests: OcclusionGroupTests - TestNew_MoveOther (8) Simulates other players going through observer's network range. Have a separate CL that makes this test pass, but not sure I like the final result - will try to rewrite it all through a different approach to be simpler. Tests: ran unit tests, they fail without extra changes
Today
frame Y values on shutter again
Today
painting reactive target IO handles, updated manifest
Today
lightup frame correct IO placements
Today
mortar blockout + mortar ammunition
Today
scrapframe shutter V values
Today
More commands: playerboat.kill_all_above_block_count - kills all boats above specified block count playerboat.print_stats - prints the block count and other child count of all boats
Today
Add menu option to toggle shutter of shutter frames (IO takes priority)
Today
added params for default tiling and offset for shutters
Today
correct Y offset values for shutter frames
Today
lightup frame scripts integration
Today
Add menu item to cache placement snap directions. Realm remove transforms from blocks.
Today
fix inventory of scrap frames
Today
set goldframe large slots back to 1
Today
Initial script integration for shutter frames, without proper UV offset values, remove debug log from baseentity
Today
Clean: dead code removal Tests: none, trivial change
Today
Bugfix: OcclusionGroup - handle sleeper edge cases - when player disconnects, clean itself up from non-local occlusion groups - when sleeper moves, unsubscribe from occlusion groups go out of range or don't have a local player Tests: unit tests, all pass (yay)
- New scientist setup for both boats - Increased turret max attack distance 75 -> 125 - Cleanup
Today
scrapmirror large mirror made hidden again (unused), tweaked shutter V value so its a bit higher so it doesnt obscure painting
RHIB Scientists now use LR300s - not MP5s
Seperate out rhib ai driver and pt boat ai driver into seperate prefabs so each can be loaded properly This fixes the loaded version of boat ai having worse stats than the regular fresh spawned version
RHIB Scientists can attack players at a way higher range 30 -> 70
Today
added alex's stretching fixes to ornate and lightup standing mirrors, fixed label text on ornate standing clipping
- Fix some issues with position generators and exclusive mission points - Fix issues relating to player state missions data and resetting player state
Today
Picture frames - fixed text box clipping with mesh on medium ornate frame
main -> boatai_balancing_changes