131,488 Commits over 4,232 Days - 1.29cph!

20 Days Ago
When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway
20 Days Ago
Fix scientists trying to shoot through glass on ghostship, the glass windows were setup incorrectly (using the transparent layer instead of world)
20 Days Ago
Centralize logic that checks if a npc bullet will be blocked if they fire
20 Days Ago
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20 Days Ago
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20 Days Ago
Remove disabled gameobject from new UI
20 Days Ago
Another attempt at fixing new scientists unable to shoot the player's head when it's the only thing poking out
20 Days Ago
Merge from ui_improvements
20 Days Ago
M4 shotgun spawns inside hackable crates again L96 chance lowered
20 Days Ago
Reduced autoturret loot chance (increased too much last update)
20 Days Ago
Removed blue keycard from outpost vendor
20 Days Ago
Boat Vendor now sells DPV for scrap
20 Days Ago
DPV now requires metal fragments rather than HQM to craft
20 Days Ago
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20 Days Ago
Fix scientists reacting too slow when fighting a player that hid and getting shot in the back by another player, hook new scientists to Server.pveBulletDamageMultiplier
20 Days Ago
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20 Days Ago
Optim: crate_underwater_* - only sync positions once freed Should save us 0.7ms on 4.5k server Tests: untied basic and advanced crates on Craggy and observed them raise up
20 Days Ago
merge from main
20 Days Ago
Bugfix: disable Drop To Ground on spawnpoints for junkpile_water_* barrel spawns Some were incorrectly placed leading to barrel spawning on the ocean floor. Tests: spawned on craggy, inspected a bunch of junkpile_water_*, none had underwater barrels
20 Days Ago
Post merge regen things
20 Days Ago
Merge from naval_update
20 Days Ago
Optim: junkpile_water_* - enable client interpolation and use InvokeHandler instead of InvokeHandlerFixedTime Fixed time handler fires off 10x more by default, and it would generate 3x more position tick messages than InvokeHandler. Will need validating on naval_update Tests: observed transofrm values of a junkpile in editor while close and at a distance - interpolation didn't throw it anywhere
20 Days Ago
Buildfix: remove stale debug code Tests: editor compiles
20 Days Ago
m92 mesh update - parts of the previous mesh were not properly centered.
20 Days Ago
merge from halloween_2025_disable
20 Days Ago
disabled halloween
20 Days Ago
Birthday Hat - Updated manifest and localization
20 Days Ago
Birthday Hat - Adding models with material and textures. WM setup. Some still placeholder.
20 Days Ago
merge from guide_materials_tweaks
20 Days Ago
tweaked guide material settings further
20 Days Ago
Added prevent movement volumes to the small ramp to stop players falling through
20 Days Ago
Merge from hackweek_boxsorting
20 Days Ago
More sorting fixes Apply a 1s delay to all sorting after a container is marked dirty, if a container is marked dirty again in that window restart the timer. This prevents sorting running every time an item is moved if a player is hover looting a container
20 Days Ago
Sorting should preserve positions of objects that are considered equal by the selected sorting mode (eg. sort by count, can now swap around all the 1x stacks while keeping the >x1 stacks in order) Added a passthrough to the storage adaptor Storage adaptor now requires 1 power (won't require power to use industrial transfers, only for sorting)
20 Days Ago
Merge from main
20 Days Ago
Flatten small displacements Fix displacement origin calculation Increase grass displacement factor Clean up and restructure for performance testing
20 Days Ago
Include all prefabs under Assets/Scenes/Prefabs in the props asset scene for custom maps to use
20 Days Ago
Merge from puzzle_reset_changes
20 Days Ago
Build fix
20 Days Ago
Merge from puzzle_reset_changes (only enabled on water treatment plant for testing)
20 Days Ago
Merge from server_history_dns
20 Days Ago
Codegen
20 Days Ago
Merge from main
20 Days Ago
Fix history DNS resolutions not refreshing without a client restart
20 Days Ago
S2P water treatment plant
20 Days Ago
Automatically migrate servers from steam's server history to favorites.cfg if they have a DNS endpoint configured
20 Days Ago
Don't tick puzzle reset times at all until a player enters range when a reset is using the radiation system Prevents random monuments becoming irradiated if no player has entered them Once a player enters a reset range at all the timer will start, cannot be stopped from that point
20 Days Ago
More WIP: - Mostly working apart from some ghosting (wrong update loop) - Setup standard system for mounted weapon viewmodels - Setup world model disable system with turrets - Setup offsets - MountedTurretViewmodel
20 Days Ago
Added a new TwoTierRadiation volume, comes in Sphere and Box variants Use this on PuzzleReset, simplifies a bunch of code and gets us the behaviour we want
20 Days Ago
Strip LOD component from fridge power plate in skin viewer