131,624 Commits over 4,232 Days - 1.30cph!

Yesterday
Bandana repose
Yesterday
- Fixed more issues with poor AI mounted turret aiming - Ensure rear turret does the correct checks (it has an inverted forward) - Ensure leg renderers are disabled when player model is thrown in the pool - Fix turret seats being able to move x and z rotation when they should only match the y rotation (this would cause them to spawn at weird offset angles)
Yesterday
lumberjack hoodie prefab update
Yesterday
Heavy Scientist repose/lods
Yesterday
audio changes on the double and single 50cal turrets
Yesterday
Add digital ammo counter
Yesterday
handmade sight refresh LOD 0 and LODs
Yesterday
Rabbit mask repose
Yesterday
Merge from naval update
Yesterday
painted + bare metal textue variants for explosives component box, plus LODs
Yesterday
Ratmask repose
Yesterday
ore greybox model
Yesterday
marging last stuff from hackweek before I forget
Yesterday
▇▇█▉▌▄▋▊ █▌▇▊▄▉▇ ▍▋▊▌▄ ▌▍▉▅▇▅▇ ▊▍ ▋████▉█▇▊ ▅▉▉█ ▋▇▆▌.▉.▊▇▇▍ ▊▅ ▄▆▇▋.▇.▅▊▊▄
Yesterday
wip compile fixes (PC crashed killed my library, still importing to test)
Yesterday
Snakemask repose
Yesterday
merge from main -> birthday2025
Yesterday
merge from boat_building
Yesterday
Include Vehicle_Large layer in stability notifications
Yesterday
merge from boat_building
Yesterday
Merge from parent
Yesterday
Fixed new scientists not applying damage to shields properly
Yesterday
updated textures
Yesterday
- Better behaviour around corners - Stopped AI gunner being slightly off on the Y direction sometimes (I was translating the direction from a direction without removing the yaw rotation, so it was slightly offset - Perform LOS on AI gunner with its target before engaging - Various minor tweaks (reduced context resolution, increased avoidance polling rate)
Yesterday
Convar the generator pool count as `marchingcubemanager.generatorpoolcount`, defaults to 4 limit to [1-32] so no one sets it to a stupid value
Yesterday
UI help info
Yesterday
Fixed missing translations on small ramp FIxed sails and engines cutting out if player stood on the end of the small ramp
Yesterday
FIxed MapView exception when dying in deep sea due to it closing Fixed unhandled CL_PlayerEnterDeepSea RPC (no longer call it)
Yesterday
Merge from naval_update
Yesterday
Remove voice gen plugin
Yesterday
Merge from naval_scientist_variation, new hazmat for scientists that have the new AI
Yesterday
Assign new hazmat to new scientist
Yesterday
Merge from radial_context_fix
Yesterday
Cherrypick fix from 137044
Yesterday
Show block count and limit in boat building UI if a limit is set.
Yesterday
Merge from naval_update
Yesterday
Fixed Scientist Boat Spawner not properly serializing with Oilrig (had isSaved set to false)
Yesterday
Added a new TMP shader that allows a depth offset and custom cull mode
Yesterday
Add PlayerBoat.MaxBlockCount convar. Add validation and error message.
Yesterday
Merge: from hackweek_jit_explorer - New(editor): Tools/Engine/Jit Viewer that allows to inspect native instruction output from JIT compiling managed methods Tests: used Jit Viewer to inspect BasePlayer::ServerUpdate. Ran perfsnapshot in C+S editor
Yesterday
Update: consolidate various editor tools in Tools/Engine Tools top menu still doesn't fit on my 1080p screen .-. Tests: checked the Tool menu
Yesterday
Update: Update ServerProfiler.Core binaries to release - built from 6737a87e Tests: perfsnapshot in editor, used jit viewer
Yesterday
refactored mesh generation to use a fixed size pool of generators over multiple frames, removes a huge amount of the fixed memory cost of each sculpture
Yesterday
Switch new convars to replicated for UI. Add BoatBuildingStation.EditFinishUseInterval convar. Small refactor.
Yesterday
Ensure boats dont wander out of protection areas (if they have one)
Yesterday
Merge: from main
Yesterday
Update to version 1.13.11
Yesterday
npc aim refactor first pass
Yesterday
naval_update -> scientist_boat_ai
Yesterday
naval_update -> turret_head_animations