128,900 Commits over 4,201 Days - 1.28cph!

4 Minutes 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
13 Minutes 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
23 Minutes Ago
RPG7 - Adjusted LODs and fixed some issues
27 Minutes Ago
merge from skin_bent_normals
27 Minutes Ago
assigned missing physics mats on some boat building blocks
34 Minutes Ago
merge from fix_deep_sea_portal_far -> naval_update
35 Minutes Ago
46 Minutes Ago
Fixed yaw issues on ptboat front turret
50 Minutes 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
54 Minutes Ago
Fix craftable/workbench labels sometimes getting set incorrectly in ItemDefinition DoPrepare, introduced in 123697
57 Minutes Ago
initialize deep sea shore vectors properly when loading cached shore vectors (editor-only issue)
58 Minutes Ago
▉▄▋▆▄▉▍▌ `▅▇▊▆_▆▌▆▋██▌` ▇▌▄ `█▄▉▊▅▊▍▌_▉█▄▉█` ▇▄▋▊ ▉▇▊ ▊▉▌▍ ▄▌▅▆█▅▊▊ ▅▉▊ ▊▋██▇▌▇▋ ▅▆▊▇ `▌▊▊▌▇▄▆▇_▍▆▉▉▆_█▋██▌▇` █▌▋ `█▄▅▅▄▋▇▌_▋▊▇▉▇_▉▋▇▇▊▍▆` ▊█ ▅▌▅▌▅▍▇▇▌▆█ ▅▆▉▊▆▄▉ ▍▅_█▌▅▋▅▅ ▊▄▉ ▋█▊▄▍▌▆▍▆
1 Hour Ago
1 Hour Ago
floating_city_4 a few more bugs fixed
1 Hour Ago
floating_city_4 bug fixes
1 Hour Ago
Replaced mailbox placeholder description on sail , added sail token
1 Hour Ago
merge from workshop_max_texture_res -> main
1 Hour Ago
Only show the finish editing option if we're looking at the station, not the netting.
1 Hour Ago
Revert yaw clamp on cannons
1 Hour Ago
Fix typo, add shortname to material information
2 Hours Ago
Resize boat building station netting area to support max size boats of 10x5. Reposition colliders, volumes, buoys.
2 Hours Ago
merge from Halloween_25_Update/PH/storepage
2 Hours Ago
Skin viewer halloween fixes and tweaks
2 Hours Ago
iterations and re-import plank sounds
2 Hours Ago
remove texture size warning for material rows, it seems we already downscale to the correct size ¯\_(ツ)_/¯
2 Hours Ago
Skin viewer now supports skin with no item defintion (like underwears) Added mummy wraps
2 Hours Ago
Updating binoculars rig mat
3 Hours Ago
Fix cannons letting you breathe under water
3 Hours Ago
Fixing material names for syringe rig
3 Hours Ago
Fixed skull trophies name text material in the skin viewer
3 Hours 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
3 Hours Ago
Casino big wheel room
3 Hours Ago
cleanup left note for possible change to how angles are populated if it proves a performance issue
3 Hours Ago
Added halloween items to the skin viewer: pumpkins, skull trophies and skull spikes Tweaked some other items
3 Hours Ago
merge from directional_drag
3 Hours Ago
floating city 4 latest
3 Hours Ago
added command to print DragByAngle table of a boat you're looking at (admin only)
3 Hours Ago
merge from boatspawner_nudge_fix
3 Hours Ago
Removed empty RealmedRemove component from hull_square
3 Hours Ago
Possible fix for the nudge fix not working
4 Hours Ago
reduced ray count slightly and only recaching BoatBuildingBlocks if the list is empty
4 Hours Ago
M15 pistol - changed emissive materials to use UV1, optimized emissive texture size, fixed world model AO
4 Hours 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
4 Hours Ago
Fix monster mesh rendering issue
4 Hours Ago
Anchor collision primitives setup. Tweaks to volumes.
5 Hours Ago
Modular boat - Fixed gaps in walls, fixed doorway block colliders not matching the art
5 Hours Ago
mapped accumulated area to drag values, needs further balancing but adjusts between 0.8->1.5 rang currently - using batched casts, still a bit slow - substepping drag values between angles for continuous values
5 Hours Ago
Updating medical syringe refresh rig fbx
5 Hours Ago
Disable the large vehicle colliders around BBS netting
6 Hours Ago
Adding viwmodel rig for binocular refresh