124,748 Commits over 4,171 Days - 1.25cph!

10 Minutes Ago
Fixed newly introduced TriggerParentEnclosed NRE
16 Minutes Ago
Merge: from baseplayer_serverupdateparallel - Bugfix/Update: don't use parallel snapshot sending in UsePlayerUpdateJobs 1 (it's a level 2 feature) Tests: used both modes in Craggy, confirmed things are working
17 Minutes Ago
Merge: from main
22 Minutes Ago
Update: gate parallel snapshot queue behind UsePlayerUpdateJobs 2 All other parts have separation of no tasks under UsePlayerUpdateJobs 1 and tasks allowed under 2, but this slipped my net Tests: used both in local session on Craggy
36 Minutes Ago
working on chainsaw attack animations
40 Minutes Ago
added player update anim settings preset
41 Minutes Ago
merge from translation_breaking_mods_fix
44 Minutes Ago
Removed the InSafeZone check from my new HAB code to match hostile behaviour of BaseVehicle's
53 Minutes Ago
trying a different steering control mechanism, convar to hotswap - don't adjust sail forces for steering, still allow position adjustment for some controllable resultant torque from positioning - pseudo-rudder accel forces for steering with pre-calculated thrust point, scaled with velocity
1 Hour Ago
Splat stuff
2 Hours Ago
Splat blockout
2 Hours Ago
Fix wearables with random parts/colours not working on mannequins
2 Hours Ago
Prefabbed supplies barge for working on
2 Hours Ago
merge from floating cities into medical bay props subbranch to get everything up to date
2 Hours Ago
Fix the translation changes breaking some mods Fix ammo.snowballgun is missing a display name translation
3 Hours Ago
Minor cleanup Remove DDraws
3 Hours Ago
Food market barge - Replaced various placeholder world models with new static versions. Reduced AO on food market boxes. Removed bridge blockers from bar area.
3 Hours Ago
Wall light will now allow you to grow plants Currently at a lower rate than ceiling lights
3 Hours Ago
better defaults for pos/dir influences vars
3 Hours Ago
per-sail force application and steering test - convars for force application point/direction modifiers - brought PlayerBoat back down to derive from BaseBoat rather than MotorBoat, though we still handle forces propulsions separately
3 Hours Ago
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3 Hours Ago
Medical bay container collision
4 Hours Ago
Fix being able to see nametags through water.
4 Hours Ago
Merge from boat_building
4 Hours Ago
medical bay container LODs
5 Hours Ago
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5 Hours Ago
Apply new changed script to the wall fluorescent light
5 Hours Ago
Walllight now refreshes growables
5 Hours Ago
merge from string_lights_fix_2
5 Hours Ago
Remove rounded foundaction block from planner list
5 Hours Ago
updated wallcabinet lock positon
6 Hours Ago
Undo: Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
6 Hours Ago
Undo setting instancing flags on additional materials because the automation seems to be still incorrect
6 Hours Ago
Add snapping to the test generator Setup ranges on the snapping values so its a little easier to tune
6 Hours Ago
- Initial setup of oil rig mission - More small misc changes to mission editor
Today
Tweak dismount positions for steering wheel for more lenient mounting
Today
First pass medical bay container shell plus materials
Today
Cherry pick quick-save to GameSetup specified save file so I can merge to main after lockdown.
Today
Added an option to the Game menu to quick save to the savefile specified on the GameSetup object, without the need to deal with the file dialog.
RPC Build
Force 32 bit index space everywhere (for now)
Today
Fixed node visuals not chaning while harvesting them
Today
Merge from naval_update
Today
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
Today
Merge: from main
Today
Disable my test scene loading in craggy
Today
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