125,296 Commits over 4,171 Days - 1.25cph!

Just Now
Merge from night_lighting_fixes
3 Minutes Ago
Removed combined door from farm kiosk, set up separate prefab and nested. Replaced seed bag props in farm with static versions.
Just Now
merge from naval_update -> deep_sea
3 Minutes Ago
Convars to config the wipe interval
8 Minutes Ago
exported chiansaw 3p deploy and attack anims that match viewmodel versions
26 Minutes Ago
Deep sea is saved and wipes every X hours When wiping: - move all players back to the main island - kill any entities inside - spawn the content again
41 Minutes Ago
Fix not being able to pick up gifted sleeping bags on tugboats/in shelters
1 Hour Ago
Optim: ServerOcclusion - rewrite cache generation broadphase to use parallel jobs - Takes broadphase from 4.8s to 0.4s This is tiny, since narrow-phase is the longest (on my 4.7k test map total time is ~240s). I'll do narrowphase next. Tests: generated on a custom map and visualized the occlusion grid
1 Hour Ago
Bugfix(editor): LoadMapFile - check for relevant state after domain reload to allow occlusion cache rebuild Tests: triggered a couple reloads, no NREs when generating cache
1 Hour Ago
Fix compile errors
1 Hour Ago
Added static respawnable versions of other planter types - varied up crop spawning. Added static version of water barrel for farm (WIP). Updated manifest file.
1 Hour Ago
Spike Trap LODs Gibs and backface fix
1 Hour Ago
merge main into naval_update again
1 Hour Ago
subtract flashlight beam optimizations
1 Hour Ago
Add 'Check.HasBuildingPrivilege' and 'Check.InBuildingPrivilegeArea' 'Check.HasBuildingPrivilege' = you can actually build, gives you a boolean yes or no. 'Check.InBuildingPrivilegeArea' = in an area, might not be able to build Naming convention was driving me nuts with 'CanBuild()' vs 'GetBuildingPrivilege()' everywhere
1 Hour Ago
Cannon work in progress, basic firing/reloading based on ballista.
1 Hour Ago
New: added GamePhysics.CheckBounds that uses parallel Burst jobs - added unit test to validate it Tests: ran unit tests
1 Hour Ago
merge from main
2 Hours Ago
naval_update -> scientist_boat_ai
2 Hours Ago
Bugfix(editor): LoadMapFile - ensure terrain state is setup after domain reload when we generate server occlusion cache Tests: ran generate server occlusion cache after code edits
2 Hours Ago
main -> naval_update
2 Hours Ago
facepunch_assert -> main (for actual testing and answering basic questions: is it useful? What can I add?)
2 Hours Ago
Merge fixes
2 Hours Ago
2 Hours Ago
merge from drone_storage_slot - should fix weird main branch commit issue from earlier merge
2 Hours Ago
remove jacket as rare armor
2 Hours Ago
main -> facepunch_assert
2 Hours Ago
Bug fixes, general cleanup
3 Hours Ago
Assert throws exceptions Check wont print anything - just returns state
3 Hours Ago
Anchoring improvements. Refactored to now check Anchoring not Lowered. Anchoring is when lowered AND in valid water (todo).
3 Hours Ago
rebuild hackable crate loot
3 Hours Ago
merge from main
3 Hours Ago
Clean: missed newlines Tests: none, trivial change
3 Hours Ago
New(editor): LoadMapFile - added Server Occlusion Debug section - refactored ServerOcclusion.DebugPath to not draw anything and just gather cells traced Allows to debug occlusion bugs without having to enter play mode Tests: used the tool in the editor, confirmed it compiles in SERVER+CLIENT and SERVER envs
3 Hours Ago
BBS fixes
4 Hours Ago
merge from drone_storage_slot
4 Hours Ago
meta_shift -> main
4 Hours Ago
merge from meta_shift/monument_shuffle
4 Hours Ago
merge from main
4 Hours Ago
added `drone.disableSamTargeting` convar for balance testing
4 Hours Ago
Re-added DLSS crash fix after subtractive merge issue that removed it
4 Hours Ago
autoturrets target non-authed playerowned drones (ignore non-controlled drones like market drones) - gave drones proper vehicled detailed collision and AI collider for turret targetting
4 Hours Ago
Remove using
5 Hours Ago
Removed collision from tiny tarp D. Replaced shovel and water catcher props with static versions. Added environment volumes to farm barge (not working currently). Static versions of vinyl crates.