140,985 Commits over 4,505 Days - 1.30cph!

1 Hour Ago
Disable tangent import on all collision meshes All collision meshes were calculating and storing tangents that collision geometry never uses. Set tangentImportMode to None, removing around 33 MB of mesh data. Import settings only - no mesh or reference changes.
3 Hours Ago
very wip glyph tests
3 Hours Ago
salvaged hammer refresh work - folder cleanup - removed old anims, models, files - updated naming of 3p anims - tweaked sound event timing on 3p anims
3 Hours Ago
Don't override bestRot before spawning
3 Hours Ago
Look for COl when skipping meshes in building block highlights/upgrade
3 Hours Ago
Applied terrain footprint to rock_formation_small_d to fix terrain gaps when it spawns over terrain erosion gutters - need to do a pass over all similar 'flat' rock prefabs
3 Hours Ago
Added footprint functionality into the CliffSandbox dev scene
3 Hours Ago
More tweaks and improvements. Populate tiles in customizer with options defined in character manifest. Fix two extra races being added for no reason
3 Hours Ago
Apply TerrainFootprint's terrain changes in the PlaceCliffs procedural pipeline after all other component steps before spawn
3 Hours Ago
Fix deployables that are inside multiple rooms not working - assign them to their own network groups similar to walls that share multiple rooms and subscribe appropriately
3 Hours Ago
fixed small shark .worldmodel weird setup
3 Hours Ago
TerrainAnchorRingGenerator can now also generate a TerrainFootprint for the cliff to outline TerrainAnchor's and mark a perimeter where terrain should raise up to - this eliminates cases where the terrain erosion step creates gutters that rock formations spawn over, leaving a gap under the rock
4 Hours Ago
Normalise 257 collision mesh filenames from _col to _COL Case-only rename for consistency with the other 2,557. GUIDs preserved, no path references, FBX contents untouched - no functional impact. FBX contents and internal mesh names untouched.
4 Hours Ago
CliffSandbox scene can now get the `.map` file from the server's `levelurl`
4 Hours Ago
Always show rooms that are within ~30m of the player - prevents us from having to blast the client with a ton of entities right when they open the door, allows us to stream them at a sane rate
4 Hours Ago
merge from wtp_maintainables_rework
5 Hours Ago
Merge: from mt_snapshot_savings - Bugfixes for a couple unsafe Save codepaths in Jobs 4 mode - Added debug utility in InvokeHandler to track down a thread race in Jobs 4 Tests: unit tests + gameplay on craggy
5 Hours Ago
Merge: from main
5 Hours Ago
Bugfix: make Underwear.ValidateForPlayer MT friendly on server Fixes BasePlayer saving throwing unity exceptions Tests: changed underwear with Jobs 4
5 Hours Ago
Simple list of doors with transparency for testing
5 Hours Ago
System to generate alpha'd player icons - allows us to setup desired shots with specific lighting setups Manifest system based off Underwear manifest which allows us to link races/body types/hair to icons as well as things like steam items or specific seeds
5 Hours Ago
Add ddraw for network groups for rooms
6 Hours Ago
Bugfix: make FishMount.Save mt friendly - cache fish container index Tests: placed a fish in a trophy display with Jobs 4
6 Hours Ago
Added honey bandage to medical crates and waterwell vendor
6 Hours Ago
exported latest vm glass ar admire animation
6 Hours Ago
Update: wrap InvokeHandler internals in DebugMTLock Tests: booted on craggy and ran around with EnableDebugMTLock
6 Hours Ago
Update: add single-thread reentrant support to DebugMTLock to avoid deadlocks - added unit tests Because of course InvokeHandler is non-trivially recursive Tests: uni tests
Today
fixed muzzle flash fx slight incorrect position on the muzzle brake
Today
When sampling multiple potential destination around an agent, instead of snapping random points to the navmesh, floodfill around the agent and only sample on the reachable polygons - fix 7x spike of 2.64ms on oilrig, when all points land in unreachable navmesh islands, and we waste time trying to path to them and hitting our node exploration cap every time
Today
merge from attchement_lod_fixes
Today
Glass AR - updated weapon rack positions
Today
update from main
Today
Re-apply the steam init reflection hack now it's not needed and tested.
Today
merge from command palette
Today
Fix misaligned caret when the search is empty
Today
Merge from main
Today
Merge from fp_steamworks_steaminput
Today
krieg chainsword small weaponrack positioning
Today
merge back from command_palette
Today
Update: Move UnsafeScriptingAccess and DebugMTLock to Facepunch.UnityEngine - Cleanup empty asms Tests: ran relevant unit tests
Today
fixed ladder.worldmodel from having two conflicting lod groups causing console errors
Today
Merge from main
Merge from PlayerMaintainedMonuments
Today
update from main
Today
Update: explicitly capture callstack when DebugMTLock is tripped - frame count can be limited to via unsafe.DebugMTLockMaxFrames (def 5) Tests: ran unit tests
Today
Update Facepunch.Steamworks files (b56e56a) Initialize ISteamInput with the interface lifecycle - previously SteamInput.Controllers always enumerated empty because Init was never called. Release build from GitHub Actions.
Today
fixed both corn and salvaged hammer having double lod renderers on their world model
Today
update to propane tank .worldmodel fix for random disappearing act in the lods
Today
Added -5 radiation
Today
Regenerate all the HLODs in the game Had to resave all monument scenes, if there's any conflicts on other branches just discard this change as another S2P should fix the issue Created a new Scene2Prefab batch window, exposes all scenes with S2P and allows us batch generate HLODs/S2P