125,307 Commits over 4,171 Days - 1.25cph!

4 Minutes Ago
New: AreInsideMesh - burst versions of IsInsideMesh - added unit tests Tests: ran unit tests
6 Minutes Ago
Add preliminary support for layers to indirect instancing
8 Minutes Ago
Fixed brightness flickering on indirect instancing objects when moving camera (inefficient variant)
16 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
1 Hour Ago
Merge from night_lighting_fixes
1 Hour Ago
Removed combined door from farm kiosk, set up separate prefab and nested. Replaced seed bag props in farm with static versions.
1 Hour Ago
merge from naval_update -> deep_sea
1 Hour Ago
Convars to config the wipe interval
1 Hour 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
3 Hours Ago
merge main into naval_update again
3 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
4 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