131,494 Commits over 4,232 Days - 1.29cph!

7 Minutes Ago
Merge from naval_scientist_variation, new hazmat for scientists that have the new AI
8 Minutes Ago
Assign new hazmat to new scientist
16 Minutes Ago
Merge from radial_context_fix
16 Minutes Ago
Cherrypick fix from 137044
24 Minutes Ago
Show block count and limit in boat building UI if a limit is set.
27 Minutes Ago
Merge from naval_update
44 Minutes Ago
Fixed Scientist Boat Spawner not properly serializing with Oilrig (had isSaved set to false)
45 Minutes Ago
Added a new TMP shader that allows a depth offset and custom cull mode
47 Minutes Ago
Add PlayerBoat.MaxBlockCount convar. Add validation and error message.
1 Hour Ago
Merge: from hackweek_jit_explorer - New(editor): Tools/Engine/Jit Viewer that allows to inspect native instruction output from JIT compiling managed methods Tests: used Jit Viewer to inspect BasePlayer::ServerUpdate. Ran perfsnapshot in C+S editor
1 Hour Ago
Update: consolidate various editor tools in Tools/Engine Tools top menu still doesn't fit on my 1080p screen .-. Tests: checked the Tool menu
1 Hour Ago
Update: Update ServerProfiler.Core binaries to release - built from 6737a87e Tests: perfsnapshot in editor, used jit viewer
1 Hour Ago
refactored mesh generation to use a fixed size pool of generators over multiple frames, removes a huge amount of the fixed memory cost of each sculpture
1 Hour Ago
Switch new convars to replicated for UI. Add BoatBuildingStation.EditFinishUseInterval convar. Small refactor.
1 Hour Ago
Ensure boats dont wander out of protection areas (if they have one)
1 Hour Ago
Merge: from main
1 Hour Ago
Update to version 1.13.11
1 Hour Ago
npc aim refactor first pass
1 Hour Ago
naval_update -> scientist_boat_ai
2 Hours Ago
naval_update -> turret_head_animations
2 Hours Ago
Added PlayerBoat.EditEnabled and PlayerBoat.FinishEditingEnabled convars.
2 Hours Ago
naval_update -> blueprint_viewmodel
3 Hours Ago
Merge from parent
3 Hours Ago
fixed setcolormenu not showing properly
3 Hours Ago
better additive sculpting plane handling, only paints onto plane and doesn't create towers of additive shapes
3 Hours Ago
updated manifest
3 Hours Ago
temp playground.charms scene
3 Hours Ago
Slight tweak to emissive map
3 Hours Ago
fixed OBB rotation being in the wrong space
4 Hours Ago
codegen
4 Hours Ago
merge from main
4 Hours Ago
merge from attachment_reposition
4 Hours Ago
merge from main
4 Hours Ago
added boat door icon
Today
Adjusted orange deploy guide to not be so bright
Today
Removed a pile of trash bags inside the casino barge, wasn't visible Culling volume NRE fix
Today
Merge latest Indirect Instancing changes. This is a big one, but it's still disabled by default.
Today
CodeGen
Today
Merge from floating_cities
Today
Fixed floating_walkway_plastic_300x150_a.prefab RendererLOD not hooked up Fixed floating_city_3 central casino barge not using the correct mesh and not rendering in gameplay Added a MeshLOD to improvised_walkway_railing_wood_150x150_corner_a
Today
Ensure once again that Indirect Instancing is disabled by default and advanced debug ConVars are only available in debug builds.
Today
Rebase on /main
Today
Merge from parent
Today
Today
Gate behaviour behind server.repositionAttachmentsOnReskin convar just in case Cleanup
Today
Inputs as well
Today
Recalculate final position of line for outputs (still need inputs)
Backpack charms
Today
WIP moving attachments around to match the new attachment positions when reskinning objects with spraycan
Today
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