133,625 Commits over 4,262 Days - 1.31cph!

29 Minutes Ago
Merge from main Only conflict is cake.entity, auto resolved
2 Hours Ago
Fixed settings slider jittering when dragged
2 Hours Ago
Fixed settings resetting convars set above the max value
Today
merge from cardgames_atlas
Today
Compressed and atlased card games UI sprites, should save around 100mb ram
Yesterday
Frankenstein_monster_03 torso/legs/head repose
2 Days Ago
2 Days Ago
merge from console_autocompletion_contains
2 Days Ago
Sort StartsWith console autocompletion before Contains
2 Days Ago
merge from main
2 Days Ago
Ensure we don't load saverestore files from mountable games
2 Days Ago
Dracula fixes and Scarecrow repose
2 Days Ago
Remove repeated allocations from getting missions from the mission manifest
2 Days Ago
merge from birthday2025 -> main
2 Days Ago
cherrypick from 139471
2 Days Ago
exported latest vm paintabll anims and linked up camera in prefab
2 Days Ago
Added new sounds for the butcher knife
2 Days Ago
merge from boat_wall_trigger_improvements
2 Days Ago
merge from ramp_plank_parenting_fix
2 Days Ago
merge from kinematic_shoredrift_fix
2 Days Ago
merge from trigger_parent_nre_fix
2 Days Ago
Adding gesture anims for player update
2 Days Ago
Merge from editor_shader
2 Days Ago
Paintball Gun - Worldmodel, LODs and rebaked materials
2 Days Ago
When converting back to editable, apply damage to the blocks that actually took damage, down to a minimum of 1hp. Any extra damage gets rolled over to additional blocks, as much as possible per block, resulting in not having to repair every block on a boat. (unless they all got hit...)
2 Days Ago
Set edit flag on ice material when opening/closing edit mode
2 Days Ago
Ice sculpture shader changes for edit mode
2 Days Ago
Added new sounds for the 50cal movements
2 Days Ago
Merge from naval_update
2 Days Ago
Dont send aim dir at first - not needed
2 Days Ago
reduce_balistagun_aim_packets -> main
2 Days Ago
reduce_ballistagun_aim_packet -> main
2 Days Ago
Restore server tick (no networking overhead)
2 Days Ago
Stop every BallistaGun firing off a roughly 32~ byte packet every 0.05 seconds Every cannon in the DeepSea was doing this at once.
2 Days Ago
Logs
2 Days Ago
- Fixed bug causing dismount not to unparent properly - Ensured ShouldRepositionPerFrame() is inverted for setting parent (no parenting was actually happening), but mount update was skipped
2 Days Ago
Blocks track damage they've taken
2 Days Ago
Merge from naval_update
2 Days Ago
MountedPlayerSync (for scientist boats) reduced from 1ms -> 0.01ms
2 Days Ago
Merge: from randomize_junkpile_checkempty - minor optim to load balance JunkPile::CheckEmpty Tests: looted one on craggy, saw it disappear
2 Days Ago
Update: JunkPile.CheckEmpty now have a 5 second randomness Tests: looted a junkpile on craggy, flew away, waited and got back - it was gone
2 Days Ago
fixed clipping issues on planner viewmodel
2 Days Ago
- Actually skip MountedPlayerSync() - Cleanup
2 Days Ago
Bring back changes on 65343, this allows us to bypass BaseMountable.MountedPlayerSync on a per mountable basis - Expose MountSyncType options (can now parent players to mountables, or reposition per frame as normal) - can be set per mountable - Allow AI to be able to handle these settings differently (eg we can parent just AI to mountables)
2 Days Ago
rebuild censor chunks and reapply properly when censorsigns changes
2 Days Ago
Merge: from procpop_debug - Bugfix: fix DensitySpawnPopulation prefab pool being starved out, resulting in failed spawn attempts - Optim: DensitySpawnPopulation early exits if it reached prefab population target isntead of continuing to try to spawn - New: spawn.report now contains info about failed iterations and how many entities it recently spawned - New: spawn.dump_map <pop> [count] which simulates spawns and generates pngs indicating general spawn area and attempted spawns. Pngs in <server_ident>/debug. Tests: 4.5k procgen in editor - server started with full junkpile pop, simulated spawn gave better numbers
2 Days Ago
Update: dump_map exports to identity/debug/ folder - client buildfixes Tests: built all modes in editor, ran dump_map on craggy
2 Days Ago
Refactor damage methods.
2 Days Ago
Merge: from main
2 Days Ago
Optim: DensitySpawnPopulation - stop trying to spawn prefabs when used up available prefabs This eliminates a lot of wastefull attempts Tests: while at full population, ran dump_map with 1000 items to fill - reported 0 attempts