140,090 Commits over 4,352 Days - 1.34cph!

59 Days Ago
subtractive merge (sorry about that)
59 Days Ago
merge from paintball gun test
59 Days Ago
merge from paintball gun tests
Rin
59 Days Ago
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59 Days Ago
Merge from UpdatedVisibleHolsteredItems_gc_fix
59 Days Ago
Removed Linq usage from UpdatedVisibleHolsteredItems, saves some GC
59 Days Ago
Replace TravellingVendor's FetchTargets Vis lookup with a quick iteration over subscribed connections, shuold be faster (in theory, couldn't reproduce slow physics in the editor)
59 Days Ago
Merge from main
59 Days Ago
Move ConVars to terrain ConVars Add terrain renderer to WorldSetup Add terrain mesh culling toggle
59 Days Ago
Merge from main Conflicts on w_sks_rig.fbx and associated meta file, used the version from main as that's technically the latest but this will stomp the changes made in 129608 (29/08/2025) Auto merge PlayerModel.cs conflict
59 Days Ago
Merge in error spam scene fix.
60 Days Ago
fix error spam in edit mode on island scenes
2 Months Ago
fixed SKS skinnable downloadable mesh filepaths
2 Months Ago
Underrwater breath bubble improvements. No longer fixed above your head no matter how you move.
2 Months Ago
Deep sea ocean color tweaks.
2 Months Ago
Fixed ocean fogging radically changing when approaching the ocean surface. Various more deep sea ocean tweaks.
2 Months Ago
Reverted missing imposter fix on a couple of palm variants. Both tropical and desert. (It was intentional) Undeleted their materials.
2 Months Ago
Merge from discord_sdk_1.8
2 Months Ago
Update manifest again - RHIBDriver had import error locally?
2 Months Ago
Commit paintball gun code progress
2 Months Ago
Last compile fix, tm.
2 Months Ago
Another burst compile error
2 Months Ago
fixed scrap XXL and XL, lightup XL guide meshes missing, tweaked collision surface types on all frames to be realistic
2 Months Ago
disabled off repair on frames
2 Months Ago
Fix burst compile error
2 Months Ago
Fix NRE in Construction.DoPrepare() when allSockets is null
2 Months Ago
tweaked deploy on paintable reactive target and fixed offset paintable collision on ornate frame xxl
2 Months Ago
Start by updating the manifest
2 Months Ago
merge back buoyancy_improvements. shared static buffer size changed - pulling this changeset requires an editor restart.
2 Months Ago
Add readonly container for ocean simulation data to make parallel use a bit more sane, it was previously just disabling all read/write restictions.
2 Months Ago
Fix native grid not having a non unique add method like the managed version.
2 Months Ago
Fix performance degradation over time in buoyancy batching from growing point arrays, this basically prevented buoyancy from sleeping. Sub array all buffers to let them shrink back down.
2 Months Ago
resized a lot of frame textures, removed unused ones, added plugs to all scrap frames
2 Months Ago
Deleted floating props from Floating City 4, ran S2P
2 Months Ago
Requests for what missions are valid on the server are now run on a work queue
2 Months Ago
Fix "Couldn't create player_connect event" appearing on success Apply some NPE checks to render data cache Fix player model eyes pointing elsewhere when singleplayer is paused Minor cleanup Added vec = game.GetWindSpeed( vec pos = nil ) * Optional arg that takes into account wind controllers with radius above -1 * Without arg = only use the global controller (if one exists) * position argument unfortunately will not do anything on client yet because the env_wind position is never networked to the clients * Function is shared
2 Months Ago
Tests: OcclusionGroupTests - TestNew_MoveOther (8) Simulates other players going through observer's network range. Have a separate CL that makes this test pass, but not sure I like the final result - will try to rewrite it all through a different approach to be simpler. Tests: ran unit tests, they fail without extra changes
2 Months Ago
frame Y values on shutter again
2 Months Ago
painting reactive target IO handles, updated manifest
2 Months Ago
lightup frame correct IO placements
2 Months Ago
mortar blockout + mortar ammunition
2 Months Ago
scrapframe shutter V values
2 Months Ago
More commands: playerboat.kill_all_above_block_count - kills all boats above specified block count playerboat.print_stats - prints the block count and other child count of all boats
2 Months Ago
Add menu option to toggle shutter of shutter frames (IO takes priority)
2 Months Ago
added params for default tiling and offset for shutters
2 Months Ago
correct Y offset values for shutter frames
2 Months Ago
lightup frame scripts integration
2 Months Ago
Add menu item to cache placement snap directions. Realm remove transforms from blocks.
2 Months Ago
fix inventory of scrap frames
2 Months Ago
set goldframe large slots back to 1