123,121 Commits over 4,171 Days - 1.23cph!

Just Now
Merge from naval_update
35 Minutes Ago
Merge: from baseplayer_serverupdateparallel - Bugfix for frequently disabling UsePlayerUpdateJobs leading to player cache desync Tests: wrote a unit test that confirms the bug and confirms the fix
37 Minutes Ago
Merge: from main
38 Minutes Ago
Disable my test scene loading in craggy
40 Minutes Ago
Update: move OcclusionCache reset to always happen for disabled UsePlayerUpdateJobs Don't think this fixes anything, but helps avoid invalid emergency shutdown fallout if it happens in the future. Tests: none, trivial change
45 Minutes Ago
Merge from boat_building
45 Minutes Ago
Compile fixes
46 Minutes Ago
Bugfix: StableObjectCache - properly drop references when clearing - PlayerCache emergency shutdown logic inspects internal buffer, which tripped up. Change also allows GC - Added a unit test that validates Clear call. Tests: Ran the new unit test - it was borked before the fix, gud afterwards
49 Minutes Ago
Renamed all of the floating city container materials to be more standardised
58 Minutes Ago
Merge from boat_building
59 Minutes Ago
Merge from parent
1 Hour Ago
Merge from main
1 Hour Ago
merge from sky_circle_fix
1 Hour Ago
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1 Hour Ago
merge from abel_tc_auth_fix_2
1 Hour Ago
merge from wall_cabinet_pickup_fix
1 Hour Ago
merge from decor_lighting_dlc
1 Hour Ago
merge from bed_blocking_chandelier
1 Hour Ago
deleting unused textures from deck crane and rhib crane AO curve tweaks so it's less intense on them set ghost ship LOD textures to repeat as they default to clamp, causing issues
1 Hour Ago
Merge from main
2 Hours Ago
Ocean shoreline wetness fix
2 Hours Ago
updated the cranes and radars onboard ghost ships to prefabs set layer to world on spinny radars
3 Hours Ago
final LOD bakes for the ghost ships, double res + downsampling for quality
Today
Added ground watch to ceiling light and Chandelier
naval_update -> scientist_boat_ai
Today
take 2 on tentative pooling fix for mannequin posing
Today
subtract commit 129922, includes extra files
Today
tentative pooling issue fix for mannequin
Today
Improved radiation consistency at the main entrance and cave entrance of military tunnels with more sphere and box radiation triggers. Ran S2P Before: https://files.facepunch.com/jacob/1b0211b1/33YoiGKzIf.jpg After: https://files.facepunch.com/jacob/1b0211b1/6am3EFYeP4.jpg
Today
Recycler shed now uses a box collider for radiation rather than a sphere so you only get rads when at the recycler or very close to the building
Today
Player built boats can now enter the deep sea: TriggerDeepSeaPortal now fowards the parent PlayerBoat entity if the triggering entity is a BoatBuildingBlock
Today
merge from naval_update to get the latest TriggerRadiation.cs
Today
More post merge fixes. Restored naval items/phrases. New test save for deep sea boat testing.
Today
Tropical cliff files.
Today
Updated Plushie 02 textures and materials, rendered new icon
Today
Tropical cliff variant.
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Today
Manifest after merge
Today
fix censornudity convar NRE with mannequins
Today
fix weird circle in sky if vclouds are never enabled and there's sky rotation applied
Today
fix for client colliders on deployables breaking server PlayerBoat (listen server only) - BoatBuildingBlock reports added children to parent entity and brute-force ignores children between client/server, bit gross but works for now
Today
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Today
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Today
Replace parallel for with normal for loops as it doesn't seem possible to completely get rid of their allocation (tried caching actions, extracting state, reimplementing with tasks, unitask, threadpool... those allocate less but still do)
Today
Remove alloc in ExtractMesh
Today
enabled shadows on sleeping bag model