160,211 Commits over 4,566 Days - 1.46cph!

3 Days Ago
merge from viewmodel_skinning_update
3 Days Ago
- Cleanup - Fixes stopping treating base player npcs like humans
3 Days Ago
- Add player support - Add two seperate controls: one to decide off/on without globals/on with globals, another to control how much players are included in the lods: off/on only at far distances/on
3 Days Ago
Hemp colourblind variants.
3 Days Ago
merge from stoneframe_colliders_fix
3 Days Ago
merge from skinviewer_bg_fix
3 Days Ago
merge from ramp_deploy_fix
3 Days Ago
merge from buildingblock_overhangs_fix
3 Days Ago
merge from parentedwires_fix
3 Days Ago
Fixed ramps being blocked by a ramp up to 3m above them, even through a floor Before: https://files.facepunch.com/Flavien/HBY2KuTgRqaGSCaS.png After: https://files.facepunch.com/Flavien/Zn3TXA05xInRni5i.png
3 Days Ago
Ensure global map markers skip the LOD system
3 Days Ago
merge from skull_trophy_fixes
3 Days Ago
Fix all four skull trophy variants looking the same Fix skull trophies never updating their visuals (whether a skull is inside or not, and nighttime visuals) Improve colliders across all variants since they are different sizes, add glass phys material to the jar variants
3 Days Ago
Support for LODs on global networked entities - map them to a large size grid based on position and evaluate LOD level from there Setting to ignore network LODs
3 Days Ago
merge from viewmodel_skinning_update
3 Days Ago
All floor frame and triangle floor frame skins of the same grade now share the same collider
3 Days Ago
Added editor test checking that all frames skins of the same grade share the same collider
3 Days Ago
Fixed being able to codelock the carvable pumpkin
3 Days Ago
All stone frames now use the same mesh collider Fixes triangle roofs being blocked by stone frames depending on their orientation https://files.facepunch.com/Flavien/frame.png
3 Days Ago
Clean: remove editor-only extra memory estimator for pooled containers (memory_overhead_tracking_enabled) - codegen I haven't used it in 1+ years since adding it, so no need for extra complexity Tests: editor compiles
3 Days Ago
Fix graveyard fence col import settings
3 Days Ago
3 Days Ago
scrap king; - gib tweaks - prefabs updated
3 Days Ago
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3 Days Ago
the purifier now uses water_desalinator_LOD1 as its guide mesh until we update to use the newer deployer sytem that can use prefabs
3 Days Ago
Merge from render_pipeline_testing
3 Days Ago
Added a check to AmbientLightLOD to ensure we don't force disable shadows when it also has a LightLOD component on the same object
3 Days Ago
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3 Days Ago
scratch petting animation polish pass on vm
3 Days Ago
Cherrypicked 168720 168721 168722 + auto trim urls in store images
3 Days Ago
Fixed square roof side overhangs blocking foundations placed beside them Before: https://files.facepunch.com/Flavien/foundation_before.png After: https://files.facepunch.com/Flavien/foundation_after.png
3 Days Ago
Merge from main
3 Days Ago
Merge from main
3 Days Ago
merge from boat_test_cleanup
3 Days Ago
switched fixed wait to polling with timeout, takes 2s off another test
3 Days Ago
removed most low-quality playerboat tests from CI, fixed small bug in one
4 Days Ago
Minor code cleanup
4 Days Ago
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4 Days Ago
Merge from render_pipeline_testing
4 Days Ago
Merge from main
4 Days Ago
Remove UI grabpass and BIRP only code from UI blur shaders
4 Days Ago
Apply fog to RRP underwater window in forward pass
bot
4 Days Ago
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4 Days Ago
Invoke via a UI button, very WIP
4 Days Ago
Some general refactors to make the local server process more generic for future plans
4 Days Ago
Updated paths
4 Days Ago
Fixed furnaces not working Removed tutorial island map marker (we can just render terrain) Fixed navmesh not starting Disable all skins while in tutorial (saves us having to bundle redirects)
4 Days Ago
Instead of running BuildAssetBundles over all assets when making a tutorial build and putting all non tutorial assets in the private bundle, just run BuildAssetBundles over the assets needed by the tutorial Cuts down tutorial bundle builds to a couple of minutes from 15
4 Days Ago
Sort animals to show in the vendor list, show young animals last so they can't drown out actual sellable animals Fixes remaining tests
4 Days Ago
Merge from rent_shop_sulfur_fix