160,733 Commits over 4,566 Days - 1.47cph!

Yesterday
- Minor code cleanup
Yesterday
Merge from main
Yesterday
merge from 3p_head_wobble_fixes
Yesterday
Merge from per_lights_spec_toggle
Yesterday
Add a placeholder renovation device deployable
Rin
Yesterday
merge from scrap_king_buildingskin_dlc
Yesterday
Greatly improve the movement and avoidance code of the scientist boat ai - Sientist boats steer smoothly instead of weaving side to side, and reliably get themselves unstuck - Context steering uses 16 directions and steers between them instead of snapping to the nearest 45°, which caused a sawtooth style effect (even though we were lerping) - Fixed the stuck reverse never triggering above 32fps, (it measured speed from position change between AI ticks which was 0 most frames) - Boats back off and swing round when stalled, aground or too close to make a turn, and follow an obstacle round when they stop closing on a blocked target - Fixed patrolling boats circling off the shore forever when their orbit point lands on land
Yesterday
merge from main
Yesterday
Added specular toggling for the core lighting path and Forward+
Yesterday
Throttle friends list rebuilds from status changes to once every 2s while the friends menu is open, instead of every 0.2s
Yesterday
Bugfix: variety of use-after-free fixes related to Item.UseItem Tests: threw boomerangs
Yesterday
RenovationDevice entity + socket initial code
Yesterday
edited 3p jog anims exported
Yesterday
wip, initial refactoring
Yesterday
Discord presence changes no longer rebuild the list while the friends menu is closed
Yesterday
Added a way to disable specular for specific lights using the new light property buffers (currently doesn't work with the core lighting path)
Yesterday
merge from ladderhatch_close_fix
Yesterday
Fixed being unable to close open ladder hatches from certain angles
2 Days Ago
merge from cui_blur_fix2
2 Days Ago
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2 Days Ago
Fixed CUI blur stacking sorting issues
2 Days Ago
Merge from main
2 Days Ago
Prefabbed up lighthouse lamp damage states, implemented states into repairable prefab. Refactored original lighthouse prefab due to unused MaterialIDs.
2 Days Ago
undo all camera director keys in one go, fix NaN time when two camera keys overlap, fix gizmos having an offset.
2 Days Ago
Fix undo accidentally restoring sandbox tracks
2 Days Ago
small games wooden table; - game model - bake textures - material updated - localization updated
Rin
2 Days Ago
Fixed Crate_normal_2 not spawning 2 blueprint fragments Swap livestock vendor rewards from blueprint fragments to blueprint pages
Rin
2 Days Ago
Shears name and description 2 Blades to craft WBLVL1 Default BP WIP
2 Days Ago
Merge from main
2 Days Ago
Increase terrain cell LOD count Handle off-centre ring holes Add debug colour option
2 Days Ago
Switch the full server export for base occlusion export JSON -> protobuf - although it was zipped it was taking 30s to deserialize, yikes - still supports JSON exports for the smaller pastes
2 Days Ago
Fixed servers stalling for up to ~200ms when a player crafts a workshop skinned item for the first time after a restart or steam definitions update - The steam item definitions warmup now runs on the server too, it was client only so dedicated servers always read them cold - Also warms WorkshopId, (HasWorkshopSkin reads it for every owned item and each cold read is a native Steamworks call) - Moved SteamItemDefinitionWarmup out of the Client folder 7.81ms -> 0.07ms on first call
2 Days Ago
Fixed repair bench reskins freezing the server for ~0.7s after a steam item definitions update - Reskinning a redirect back to default or to a workshop skin went through skins2, scanning every steam definition - Now a direct definition lookup, 1275ms -> 0.66ms in editor. Was happening ~95 times a day across official servers
Rin
2 Days Ago
merge from blueprints_2
2 Days Ago
Fix streams in waterguns not being colored for radwater
2 Days Ago
- Ensure boats spawn on the edge then travel inwards - Code cleanup
Rin
2 Days Ago
Prototype Workbench Upgrade now has a 25% chance of success instead of fail Previously would consume 2.67 blueprints on average Now consumes 4 on average Added a sound for failing the prototype
2 Days Ago
Fix terrain quality not reducing lod extents to the minimum
2 Days Ago
Fix cows not following smoothly and being very slow and annoying to lead
2 Days Ago
Fix renderer key allocating a materials array on every batch group lookup, now uses a pooled list Saves ~620 KB when loading in a big base in editor Also fixed a small logic error in RendererKey.Equals
2 Days Ago
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2 Days Ago
Use own custom convar for egress
2 Days Ago
Remove screenspace terrain hole texture (replaced by RRP stencil testing)
2 Days Ago
Update ADS settings
2 Days Ago
Merge from main
2 Days Ago
Merge fix
2 Days Ago
Optimize speed for base occlusion tests when ran across a full server - only load the map once per set of tests
2 Days Ago
Merge from main
2 Days Ago
Add renaming for cows and sheep Player instigated renames start a new name dynasty, utilising the existing name dynasty stuff Players can't rename animals spawned with the raree special names/genes. These names now appear gold with a star
2 Days Ago
Stop bush clutter running physics queries on every LODManager visit and taking a large part of its budget, now only runs when bush culling blocks (foundations) change Disable CullBushes on boat hull blocks, not needed