159,897 Commits over 4,566 Days - 1.46cph!

16 Minutes Ago
merge from viewmodel_skinning_update
20 Minutes Ago
All floor frame and triangle floor frame skins of the same grade now share the same collider
26 Minutes Ago
Added editor test checking that all frames skins of the same grade share the same collider
33 Minutes Ago
Fixed being able to codelock the carvable pumpkin
39 Minutes Ago
All stone frames now use the same mesh collider Fixes triangle roofs being blocked by stone frames depending on their orientation https://files.facepunch.com/Flavien/frame.png
44 Minutes Ago
Clean: remove editor-only extra memory estimator for pooled containers (memory_overhead_tracking_enabled) - codegen I haven't used it in 1+ years since adding it, so no need for extra complexity Tests: editor compiles
50 Minutes Ago
Fix graveyard fence col import settings
1 Hour Ago
1 Hour Ago
scrap king; - gib tweaks - prefabs updated
1 Hour Ago
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1 Hour Ago
the purifier now uses water_desalinator_LOD1 as its guide mesh until we update to use the newer deployer sytem that can use prefabs
1 Hour Ago
Merge from render_pipeline_testing
2 Hours Ago
Added a check to AmbientLightLOD to ensure we don't force disable shadows when it also has a LightLOD component on the same object
2 Hours Ago
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2 Hours Ago
scratch petting animation polish pass on vm
2 Hours Ago
Cherrypicked 168720 168721 168722 + auto trim urls in store images
2 Hours Ago
Fixed square roof side overhangs blocking foundations placed beside them Before: https://files.facepunch.com/Flavien/foundation_before.png After: https://files.facepunch.com/Flavien/foundation_after.png
3 Hours Ago
Merge from main
3 Hours Ago
Merge from main
3 Hours Ago
merge from boat_test_cleanup
3 Hours Ago
switched fixed wait to polling with timeout, takes 2s off another test
3 Hours Ago
removed most low-quality playerboat tests from CI, fixed small bug in one
3 Hours Ago
Minor code cleanup
4 Hours Ago
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5 Hours Ago
Merge from render_pipeline_testing
5 Hours Ago
Merge from main
5 Hours Ago
Remove UI grabpass and BIRP only code from UI blur shaders
5 Hours Ago
Apply fog to RRP underwater window in forward pass
bot
5 Hours Ago
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6 Hours Ago
Invoke via a UI button, very WIP
Today
Some general refactors to make the local server process more generic for future plans
Today
Updated paths
Today
Fixed furnaces not working Removed tutorial island map marker (we can just render terrain) Fixed navmesh not starting Disable all skins while in tutorial (saves us having to bundle redirects)
Today
Instead of running BuildAssetBundles over all assets when making a tutorial build and putting all non tutorial assets in the private bundle, just run BuildAssetBundles over the assets needed by the tutorial Cuts down tutorial bundle builds to a couple of minutes from 15
Today
Sort animals to show in the vendor list, show young animals last so they can't drown out actual sellable animals Fixes remaining tests
Today
Merge from rent_shop_sulfur_fix
Today
Fixed rentable shops dropping sulfur when used in a transaction
Rin
Today
Salvage Workbench Upgrade now has a 20% chance to not consume a blueprint. Effectly the same as before Updated testlist 1 missed file
Today
More intelligent process for finding assets that need to be in the tutorial asset bundles Strip shaders entirely when building server or tutorial bundles - they end up in the private bundle and are deleted anyway but are still compiled and packed, now clear all variants for the build Reduces tutorial bundle build process from 40 minutes to 20 minutes Fixed some more missing assets in the tutorial bundles Fixed resource pings not working Can now boot a client, run the tutorial locally and client and server combined uses < 10gb of memory
Today
Fix foliage grid NRE in cases when heightmap doesn't exist yet
Rin
Today
Removed blueprint fragments from workbench crafting recipes. Replacing with old scrap values WB LVL1 - 50 WB LVL2 - 500 WB LVL3 - 1250 Blueprints will now be used to progress the tech trees instead of scrap. Currently 1 per item. WB LVL1 - Blueprint Fragment WB LVL2 - Blueprint Page WB LVL3 - Blueprint Book Engineering workbench will use Blueprint fragments Blueprint Fragment can be found in barrels, boxes and common low end loot sources Blueprint Pages can be found where Basic Blueprint Fragments previously were Blueprint Books can be found where Advanced Blueprint Fragments previously were Blueprint Fragment can be upgraded into Blueprint pages at 10:1 Blueprint Pages can't upgrade into Blueprint Books Items can still be researched via the research table for scrap Default blueprints 10 Common 15 > 20 Uncommon 30 > 40 Rare 60 > 100 Very Rare 120 > 300 More balancing and changes to come
Today
Merge from poolable_wearables
Today
Add poolable components to a bunch of wearables, in most cases this brings the cost of creating that wearable from over 1ms to under 0.1ms, we'd pay this cost any time a player with this clothing entered network range or changed clothing Affects: buzzcut hair style (m+f), wolf headress, diving fins (m+f), wearable crate, gas mask, knight armour hat, metal mask and chest, nvg, ninja suit (m+f), paintball overalls, female cloth sash, bandit guard suit, clothing mannequin, nomad+space hazmat, nvg scientist suit, all jumpsuits, outbreak scientist suit
Today
Merge from livestock_vendor_young_animal
Today
Added some more information to the livestock vendor conversation, explaining the potential system
Today
Update a test that now fails
Today
Added a dialogue stage to the livestock vendor if you bring them a young animal
Swap tick based LOD to a time based one so we can support running on low fps servers
Today
Make search after wall is destroyed stop once both sides reach eachother
Today
Fix rooms being regenerated when changes were made instead of only regenerating the modified parts