128,844 Commits over 4,201 Days - 1.28cph!

4 Months Ago
Fixed some old sins in debug.cs (static public -> public static) and fixed old typo in debug.invis description text
4 Months Ago
Exclude soft mask assembly from obfuscation
4 Months Ago
corrected InitializeVelocity on projectile to keep Projectile performance test consistent between runs (increased run-count)
4 Months Ago
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4 Months Ago
merge from store-june-2025
4 Months Ago
merge from legacy_wall_gate_sitem
4 Months Ago
merge from player_report_endpoint_changes
4 Months Ago
merge from compound_spawn_tweaks
4 Months Ago
ghost ship trawler exterior textures resize on many onboard props ship name decal prep
4 Months Ago
Admin command `debug.invis` now displays GameUI when invis is active https://files.facepunch.com/jacob/1b0111b1/Unity_mEGC9tT2nm.png
4 Months Ago
Water barrel cant snap to other water barrels, bounds are too hard to work with
4 Months Ago
snap_deployable_improvements -> main
4 Months Ago
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4 Months Ago
snap_deployable_improvements -> main
4 Months Ago
Fixed storage barrel b corner snapping
4 Months Ago
Cleanup
4 Months Ago
Fix typo on legacy wood - updated strings
4 Months Ago
Merge from main
4 Months Ago
Fixed snapping not working right on brutalist foundations
4 Months Ago
Continuing working on blends for floating walkways
4 Months Ago
Added a missing Preserve attribute in SoftMask, constructor fails in obfuscated clients
4 Months Ago
Removed SetPhrase in Bootstrap, localization isnt loaded at this point
4 Months Ago
Optim: reduced unnecessary Transform reads in batched position/rotation update, also added AddRange(BufferList<>) function to BufferList to change to that for marginally faster loop speed Test: consistency tests passing with serial using old method still
4 Months Ago
Update: BaseRaidBenchmark - adjust the camera positioning to get the full circle in view Tests: ran the scene
4 Months Ago
set repairable definition correctly so items can be spraypaint skinned
4 Months Ago
Deployable snapping setting Fixed some padding issues
4 Months Ago
Added new UI sound slider to the new settings menu
4 Months Ago
Added new map markers binds in the settings
4 Months Ago
Added a button to reset keybinds individually
4 Months Ago
Update: BaseRaidBenchmark - players are visible and dressed Tests: ran the scene
4 Months Ago
Rebuild manifest
4 Months Ago
Merge from main
4 Months Ago
Setup for third person testing
4 Months Ago
legacy wood wall and gate sitems, skinnable and pack sitem, rebuilt skins and manifest
4 Months Ago
New: BaseRaidBenchmark - stress test client via a raid scenario - Doesn't do much, just ground framework Tests: ran the scene - saw players spawn (but not their visuals)
4 Months Ago
Update: World Setup Benchmark -> BiomeBenchmark World Setup rename - replaced default params on BiomeBEnchmark with placeholder to indicate they don't do anything Tests: none, trivial changes
4 Months Ago
Connect Modal styling
4 Months Ago
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4 Months Ago
Fix minigun world model briefly spinning when being equipped in third person
4 Months Ago
Changed "Failed to find DungeonBaseRoot" and "Failed to find DungeonGridRoot" to warnings in builds, as this is expected to occur in primitive mode and shouldn't result in errors
4 Months Ago
Possible BaseOven.CookVisuals NRE fix
4 Months Ago
merge from party_system -> main
4 Months Ago
Moved the scientist giving the outpost spawn point mission to a nearby sidewalk Switched the spawn point name from Compound -> Outpost
4 Months Ago
Remove all the code for optimized loading/async warmup (not compatible with asset scenes)
4 Months Ago
Move hardcoded assets to bootstrap asset scene because some are needed in the menu Fix some scene switching issues after LevelManager changes
4 Months Ago
Better behaviour when handling tight corners, better scaling Use spherecast for matching deployable capture (better again for barrels) Rename inBuildingPrivilege to buildingBlocked
4 Months Ago
Merge from main
4 Months Ago
Disco floor just uses its own snapping system for entity to entity connections. Ensure large planter box can still snap to the centre of a foundation
4 Months Ago
Use OBB for matching deployable snapping. Since Hit Normals wont be guaranteed to be 'boxy', we should just use OBB instead. This instantly improves barrel snapping.
4 Months Ago
merge from main