130,679 Commits over 4,232 Days - 1.29cph!

19 Minutes Ago
Merge from minifridge
21 Minutes Ago
Setup mini fridge softcore corpse
26 Minutes Ago
merge from fix_has_respawn_options -> main
31 Minutes Ago
scientist_boat_ai_improvements_3 -> naval_update
32 Minutes Ago
Fixed the AI Boat triggers on the oilrigs. S2P
34 Minutes Ago
Converted Minifridge to MeshLOD, match fridge LOD range
34 Minutes Ago
Plastic missed a file
35 Minutes Ago
Fix checking for sleeping bags instead of checking respawn options in PlayerInit() - was still spawning player on death screen on fresh wipe because it was checking for 0 sleeping bags which would return the mission locked outpost respawn point
45 Minutes Ago
Merge from main
57 Minutes Ago
Remove debug logs, fix signals not being broadcast the correct way for firing/lighting the fuse, add smoke/trail to cannonball.
2 Hours Ago
Merge from island_scenes
2 Hours Ago
Fixed the AI boat triggers on the islands as well, S2P everything
2 Hours Ago
Merge from parent
2 Hours Ago
Merge from floating_cities
2 Hours Ago
Fixed death screen fade not working correctly in deep sea
3 Hours Ago
Merge from naval_update/floating_cities
3 Hours Ago
Fix boat avoid triggers on floating cities not marked as triggers, causing players to get yeeted out of every floating city at high speed Added DynamicSafeZoneArea to floating cities, triggers the hostile top right warning indicator when close to the floating city
3 Hours Ago
Merge from parent
4 Hours Ago
Show a right click context option to add the selected item to the current tech tree graph
4 Hours Ago
Merge from rpg_skin
4 Hours Ago
Fixed death screen not showing rocket icons from the RPG skin
5 Hours Ago
Update TerrainCopyPaste to generate undo snapshots before pasting
5 Hours Ago
Merge from main
5 Hours Ago
Fixed tech tree editor window populate buttons not working
6 Hours Ago
Merge: from baseplayer_serverupdateparallel - Optim for OcclusionV2 - remove extra hash lookup in a busy loop Tests: with UsePlayerUpdateJobs 2 - toggled invis in close proximity and far away, suicided away from spawn and flew back, teleported around
6 Hours Ago
Merge from fix_use_bundles
6 Hours Ago
Optim: OcclusionV2 - skip resetting lastPlayerVisibility every frame Turns out didn't need to make the other half of changes Tests: used invis close and far away
Today
Update: UseOcclusionV2 - simplify toggling invis - when enabling invis, notify occlusion tracking that we destroyed entity on subscriber's end - when disabling invis, skip sending snapshots - occlusion will handle it Halfway to remove the constant hashSet.Remove calls in GatherPairs loop Tests: UsePlayerUpdateJobs 2, toggled invis in front of player. went invis, flew outside network range, flew back, disabled invis - spawned correctly.
Today
Fix compile error
Today
merge from fix_dynamic_occlusion_pooling -> main
Today
Fix pooling issue with dynamic occlusion pausing - was assuming the entity wasn't parented by default, so dynamic = false by default - however wasn't resetting the bool in ResetState() causing pooling errors - even if it was, the old code was updating batching + occlusion every time the parent changed so we want to follow suit
Today
Deep sea: - Removed the rad volume on the exit side of the deep sea - Rad volumes are now server only - Portal backing colliders are now parented to portals, that way they're deleted when we destroy the portals - Code cleanup
Today
Balloon stuff WIP/backup
Today
Show CPU time vs total warmup time when logging time taken to warmup steam item definitions - only shown in editor - the numbers were correct, it's actually really slow to warmup steam items on main thread
Today
Merge: from baseplayer_serverupdateparallel - Bugfix for UsePlayerUpdateJobs 2 not replicating players for spectators - Bugfix for leaking players in occlusion groups Tests: spectated players from far away. Inspected server state after killing a sleeper
Today
Bugfix: ServerOcclusion - clean up players from all of their occlusion groups on server destroy Turns out we were leaving a lot of "zombie" players once sleepers were killed. This would slow down server occlusion eventually. Tests: on Craggy, killed a sleeper, moved to a different network group, and checked in debugger if the occlusion group only contains my player
Today
merge from puzzle_reset_changes -> main
Today
Fix radiation trigger not being multiplied by 2 (extents vs size)
Today
merge from puzzle_reset_changes -> main
Today
Fix SpawnGroup on NMS having higher population than "maxSpawnedPerTick" causing it to consider the puzzle looted S2P
Today
Entity.GetCycle returns 0 instead of nil for invalid entities Make Faceposer flexes appear in the same order as in the model Fixed potential server crash Clamp a bunch of Lua binding enum inputs to valid values * Silently clamps the value for Entity.SetSolid, SetMoveType, PhysicsInit, PhysicsInitStatic, SetRenderMode, SetCollisionGroup, SetAnimation, SetFlexWeight, GetFlexWeight, IGModAudioChannel.FFT More input clamping for enum inputs Fix last static prop not rendering
Today
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scientist_boats_improvements_3 -> naval_update
Today
S2P Launch site to apply previous "pauseUntilLooted" changes
Today
Enable pauseUntilLooted in powerplant S2P
Today
Rust Birthday Balloons - Updated textures, gibs, rewrote names and descriptions, reran manifest, added testing gibs material
Today
updated prefab scale and added positonal offset
Today
Implement fuse for cannon firing
Today
boombox anim updates
Pull towards the centre the further out the boats are in the deepsea