160,616 Commits over 4,566 Days - 1.47cph!

28 Minutes Ago
merge from main stomp local CullWhenInside changes
44 Minutes Ago
Refactor, more generic, reusable. Add additional experimental wall rules (wall->window, wall->wall frame, doorway->wall frame). Renovation saw now uses a context based radial menu, showing available renovation/cut options for target construction.
45 Minutes Ago
Fixed the volumetric light beam clipping the camera when using the miner hat
1 Hour Ago
merge from saveload_eventschedule
1 Hour Ago
Formatting
1 Hour Ago
Saveload the hours remaining for event schedule events Fixes for example cargo ship being just about to spawn, server restarts and now you have to wait the full cooldown again
1 Hour Ago
merge from scrap_king_building_skin (lightened interior concrete)
1 Hour Ago
scrap king - concrete texture tweaks
1 Hour Ago
Fix PersistentObjectWorkQueues stalling in the editor with skip domain reload Add the attribute to some missing places
Rin
1 Hour Ago
merge from milkicons_fix
1 Hour Ago
removed unnecessary files
1 Hour Ago
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1 Hour Ago
Cherrypick 169400
2 Hours Ago
merge from viewmodel_skinning_update
2 Hours Ago
Merge from main
3 Hours Ago
Remove split shadow culling for now
Rin
3 Hours Ago
merge from pedalbikewheelfix
Rin
3 Hours Ago
merge from procgen_fix_monument_spacing
Rin
3 Hours Ago
merge from procgen_fix_canyon_tunnels
4 Hours Ago
Merge from main
4 Hours Ago
small games wooden table; - game textures - material updated
Rin
5 Hours Ago
merge from carvedpumpkin_lodfix
Rin
5 Hours Ago
merge from cinelightmeshfix
Rin
5 Hours Ago
merge from MeatBurnFix
Rin
5 Hours Ago
merge from planter_guide_fixes
5 Hours Ago
Merge from probe_cameratype_fix
5 Hours Ago
During probe rendering set cameraType to reflection only during RRP render to stop unintended rendering
6 Hours Ago
Optimize refreshing links after block is spawned & killed - refreshing neighbors was causing faces to be queued multiple times, will now only queue each face at most once after changes
6 Hours Ago
Apply the new collision ref collision to biofuel generator (just for testing) Mark any mesh used for collision baking as ExcludeFromBundles so it won't be added to the build Fix BoxColliderBake component having different serialization layout when building
Today
Merge from main
Today
Switch the tests with doors from unit tests -> automated tests - was throwing errors after the navmesh was changed, figured may as well make automated
Today
Merge from livestock_animals
Today
Merge from shears
Today
Add missing shears effects Update item description
Today
Merge from CullWhenInside_vis_improvement
mainisland_roaming_scientistboats -> main
Today
Updated CullWhenInside to run in a PersistentObjectWorkQueue with a 1s min lap time so it can't update too often. Has a 0.01ms budget so it generally can only process one a frame Reduced LODManager budget to 0.05ms from 0.1ms A large portion of LODManager ChangeLOD calls were spending all of their time in CullWhenInside due to it's expensive Vis check, by moving that out we should have more responsive LODs even with a smaller budget Introduces a small delay when building over bushes, but we gain 0.05ms overall
When a boat’s driver dies another scientist now takes over driving
- 20% chance for scientist rhib to drop a blueprint page - 20% chance for scientist pt boat to drop a blueprint book
Fix leg ik not working on the rear pt boat
Rin
Today
Removing Primitive tech tree tax, as it was always rounding up to 2 blueprints used.
Today
Merge from terrain_textures_review
Today
Merge from main
- Boats in a group no longer pass a hidden player back and forth forever, they give up 45s after losing sight of him - PT boat turrets look around when they have nothing to shoot at - Roaming boats patrol closer to the coast, min shore distance 100m -> 35m - Fixed killing the roaming boats event leaving behind boats spawned less than a second earlier - Removed a duplicate line of sight check when roaming boats pick a target
Today
Cache "is outside" score per set of connected rooms, only recalculate the rooms that were changed - makes it cheaper to destroy / add blocks to buildings
Today
Prototype Rust+ camera that renders real models, textures, etc. withn the app Editor tooling exports mobile-friendly assets for uploading to our CDN
Merge from UZI 9mm
Codegen
Today
Optimize empty room search after blocks are destroyed - track rooms when they have all faces removed and mark as destroyed instead of checking to see if any rooms need to be cleaned up
Today
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