125,308 Commits over 4,171 Days - 1.25cph!

16 Minutes Ago
New: AreInsideMesh - burst versions of IsInsideMesh - added unit tests Tests: ran unit tests
18 Minutes Ago
Add preliminary support for layers to indirect instancing
20 Minutes Ago
Fixed brightness flickering on indirect instancing objects when moving camera (inefficient variant)
28 Minutes Ago
Environment volumes in food and farm barges. Dock light LODs and decal fixes.
1 Hour Ago
Reapply military tunnel radiation changes from `military_tunnels_radiation_consistency` without merging the whole of naval_update
1 Hour Ago
Static prop version of sunflower with wind, and swapped out proxy WM versions. Updated manifest with missed planter variant.
1 Hour Ago
gifted_bag_tugboat_pickup -> main
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
Bugfix: ServerOcclusion - don't ignore rocks that are close to the center of a subgrid cell Tests: regenerated and visualized in editor - seemed sensible, no gaps observed
2 Hours Ago
Merge from night_lighting_fixes
2 Hours Ago
Removed combined door from farm kiosk, set up separate prefab and nested. Replaced seed bag props in farm with static versions.
2 Hours Ago
merge from naval_update -> deep_sea
2 Hours Ago
Convars to config the wipe interval
2 Hours Ago
exported chiansaw 3p deploy and attack anims that match viewmodel versions
2 Hours Ago
Deep sea is saved and wipes every X hours When wiping: - move all players back to the main island - kill any entities inside - spawn the content again
3 Hours Ago
Fix not being able to pick up gifted sleeping bags on tugboats/in shelters
3 Hours Ago
Optim: ServerOcclusion - rewrite cache generation broadphase to use parallel jobs - Takes broadphase from 4.8s to 0.4s This is tiny, since narrow-phase is the longest (on my 4.7k test map total time is ~240s). I'll do narrowphase next. Tests: generated on a custom map and visualized the occlusion grid
3 Hours Ago
Bugfix(editor): LoadMapFile - check for relevant state after domain reload to allow occlusion cache rebuild Tests: triggered a couple reloads, no NREs when generating cache
3 Hours Ago
Fix compile errors
3 Hours Ago
Added static respawnable versions of other planter types - varied up crop spawning. Added static version of water barrel for farm (WIP). Updated manifest file.
3 Hours Ago
Spike Trap LODs Gibs and backface fix
4 Hours Ago
merge main into naval_update again
4 Hours Ago
subtract flashlight beam optimizations
4 Hours Ago
Add 'Check.HasBuildingPrivilege' and 'Check.InBuildingPrivilegeArea' 'Check.HasBuildingPrivilege' = you can actually build, gives you a boolean yes or no. 'Check.InBuildingPrivilegeArea' = in an area, might not be able to build Naming convention was driving me nuts with 'CanBuild()' vs 'GetBuildingPrivilege()' everywhere
4 Hours Ago
Cannon work in progress, basic firing/reloading based on ballista.
4 Hours Ago
New: added GamePhysics.CheckBounds that uses parallel Burst jobs - added unit test to validate it Tests: ran unit tests
4 Hours Ago
merge from main
4 Hours Ago
naval_update -> scientist_boat_ai
4 Hours Ago
Bugfix(editor): LoadMapFile - ensure terrain state is setup after domain reload when we generate server occlusion cache Tests: ran generate server occlusion cache after code edits
4 Hours Ago
main -> naval_update
4 Hours Ago
facepunch_assert -> main (for actual testing and answering basic questions: is it useful? What can I add?)
4 Hours Ago
Merge fixes
4 Hours Ago
4 Hours Ago
merge from drone_storage_slot - should fix weird main branch commit issue from earlier merge
4 Hours Ago
remove jacket as rare armor
4 Hours Ago
main -> facepunch_assert
4 Hours Ago
Bug fixes, general cleanup
5 Hours Ago
Assert throws exceptions Check wont print anything - just returns state
5 Hours Ago
Anchoring improvements. Refactored to now check Anchoring not Lowered. Anchoring is when lowered AND in valid water (todo).
5 Hours Ago
rebuild hackable crate loot
5 Hours Ago
merge from main
5 Hours Ago
Clean: missed newlines Tests: none, trivial change
5 Hours Ago
New(editor): LoadMapFile - added Server Occlusion Debug section - refactored ServerOcclusion.DebugPath to not draw anything and just gather cells traced Allows to debug occlusion bugs without having to enter play mode Tests: used the tool in the editor, confirmed it compiles in SERVER+CLIENT and SERVER envs
5 Hours Ago
BBS fixes