134,207 Commits over 4,262 Days - 1.31cph!

2 Months Ago
strong internal hurt triggers in square hull to handle both clipping and player damage
2 Months Ago
merge from player_hurt
2 Months Ago
merge from naval_update
2 Months Ago
Adding flashlight rig to refresh branch
2 Months Ago
merge from naval_update
2 Months Ago
Experimental frame synchronisation ConVars
2 Months Ago
Modernise the PT Boat prefab Remove a bunch of unneeded stuff
2 Months Ago
Clean: introduce BasePlayer.UseOcclusionV2 use it as a switch instead of UsePlayerTasks (works same way) Makes it easier to track what's related to what Tests: editor compiles
2 Months Ago
Optim: ServerOcclusion - use network IDs instead of BasePlayer for dictionary key Helps avoid unity-null check overhead when looking up recently seen players Tests: 2p session on craggy - disconnected as second and killed sleeper
2 Months Ago
RPG7 - Adjusted LODs and fixed some issues
2 Months Ago
merge from skin_bent_normals
2 Months Ago
assigned missing physics mats on some boat building blocks
2 Months Ago
merge from fix_deep_sea_portal_far -> naval_update
2 Months Ago
2 Months Ago
Fixed yaw issues on ptboat front turret
2 Months Ago
Try to keep the deep sea portal 600m from the edge of the map so it leaves space for oil rigs rather than being 1.5km+ from shore - still clamp to maximum distance of 4km from center of map
2 Months Ago
Fix craftable/workbench labels sometimes getting set incorrectly in ItemDefinition DoPrepare, introduced in 123697
2 Months Ago
initialize deep sea shore vectors properly when loading cached shore vectors (editor-only issue)
2 Months Ago
▉▄▋▆▄▉▍▌ `▅▇▊▆_▆▌▆▋██▌` ▇▌▄ `█▄▉▊▅▊▍▌_▉█▄▉█` ▇▄▋▊ ▉▇▊ ▊▉▌▍ ▄▌▅▆█▅▊▊ ▅▉▊ ▊▋██▇▌▇▋ ▅▆▊▇ `▌▊▊▌▇▄▆▇_▍▆▉▉▆_█▋██▌▇` █▌▋ `█▄▅▅▄▋▇▌_▋▊▇▉▇_▉▋▇▇▊▍▆` ▊█ ▅▌▅▌▅▍▇▇▌▆█ ▅▆▉▊▆▄▉ ▍▅_█▌▅▋▅▅ ▊▄▉ ▋█▊▄▍▌▆▍▆
2 Months Ago
2 Months Ago
floating_city_4 a few more bugs fixed
2 Months Ago
floating_city_4 bug fixes
2 Months Ago
Replaced mailbox placeholder description on sail , added sail token
2 Months Ago
merge from workshop_max_texture_res -> main
2 Months Ago
Only show the finish editing option if we're looking at the station, not the netting.
2 Months Ago
Revert yaw clamp on cannons
2 Months Ago
Fix typo, add shortname to material information
2 Months Ago
Resize boat building station netting area to support max size boats of 10x5. Reposition colliders, volumes, buoys.
2 Months Ago
merge from Halloween_25_Update/PH/storepage
2 Months Ago
Skin viewer halloween fixes and tweaks
2 Months Ago
iterations and re-import plank sounds
2 Months Ago
remove texture size warning for material rows, it seems we already downscale to the correct size ¯\_(ツ)_/¯
2 Months Ago
Skin viewer now supports skin with no item defintion (like underwears) Added mummy wraps
2 Months Ago
Updating binoculars rig mat
2 Months Ago
Fix cannons letting you breathe under water
2 Months Ago
Fixing material names for syringe rig
2 Months Ago
Fixed skull trophies name text material in the skin viewer
2 Months Ago
Bugfix: ServerOcclusion - remove destroyed players from lastPlayerVisibility cache We were leaking baseplayers and it was slowing down hash lookups Tests: 2p session on craggy, 2nd player disconnected, killed their sleeper - lastPlayerVisibility was empty for the remaining player
2 Months Ago
Casino big wheel room
2 Months Ago
cleanup left note for possible change to how angles are populated if it proves a performance issue
2 Months Ago
Added halloween items to the skin viewer: pumpkins, skull trophies and skull spikes Tweaked some other items
2 Months Ago
merge from directional_drag
2 Months Ago
floating city 4 latest
2 Months Ago
added command to print DragByAngle table of a boat you're looking at (admin only)
2 Months Ago
merge from boatspawner_nudge_fix
2 Months Ago
Removed empty RealmedRemove component from hull_square
2 Months Ago
Possible fix for the nudge fix not working
2 Months Ago
reduced ray count slightly and only recaching BoatBuildingBlocks if the list is empty
2 Months Ago
M15 pistol - changed emissive materials to use UV1, optimized emissive texture size, fixed world model AO
2 Months Ago
better ray batching, as always it's bottlenecked by Verify - added GamePhysics.SortDeferred which returns the sort JobHandle, useful in this case where we're scheduling multiple parallel batches