124,851 Commits over 4,171 Days - 1.25cph!

Just Now
Bugfix: ensure entities are subscribed to switched-to group before we transition it's children to new group - This resolves an issue when moving around fast with an item in hands, and it suddenly gets re-equipped Caused by backup of player subscription queue, which can "desync" player - they'll move to a new group they're not yet subscribed to. Tests: flew around at 100-speed noclip and monitored subscription queue size. despite backup, it no longer re-equipped my gun
5 Minutes Ago
Bicycle bunnyhopping basics https://files.facepunch.com/jacob/1b0411b1/Unity_tJ9ExIRjAG.mp4 Bicycle can now bunnyhop every 3 seconds by pressing right mouse button. - Todo: use the bike's angle in the jump - Todo: require bike stamina to jump - Todo: not jump when waterlogged
9 Minutes Ago
Merge: from main
15 Minutes Ago
Clean: comments, spans and names Tests: none, trivial changes
18 Minutes Ago
Progress on cleaning up all current conversation/mission changes
27 Minutes Ago
Optim: UsePlayerUpdateJobs 2 - merge partially ordered chains of snapshots - This reduces allocations (since we create less tasks), and should help with parallelization (reducing task scheduling overhead), but requires preprocess cost Tests: on craggy with UsePlayerUpdateJbos 2, flew out of bounds and respawned(this causes 500+ entity snapshots to be sent) 10 times in a row - no exceptions, disconnects and all entities seemed to be present
30 Minutes Ago
fix status effect vitals HUD overlay sorting under heavy helmet
1 Hour Ago
Set dressing work from supplies barge
1 Hour Ago
Fixed forever bug that caused the HAB to always have the hurt trigger active when it should turn off based on inflation and velocity
3 Hours Ago
remove debug tex output
3 Hours Ago
lod baker multiple source meshes support
3 Hours Ago
Renamed killTriggers to crushTriggers and added the triggerMovePos to the list so it is activated/deactivated at the same time as the triggerHurt
3 Hours Ago
waterpipe reload animation update
3 Hours Ago
updated charity plushie 01 lods
3 Hours Ago
Replaced blockout containers on supplies barge with generic floating city treatment container. Added static shelves prefab variant.
3 Hours Ago
Bugfix: fix a missing profile scope in FoliageGrid Tests: used the profiler in editor, no more errors
4 Hours Ago
Change hab.repair.item.prefab to use the hot air balloon avatar rather than the old placeholder bear rug so "Killed by X with a Hot Air Balloon" shows the correct icon
4 Hours Ago
lr300 animation updates
4 Hours Ago
Updated charity plushie meshes with LODs, and updated prefabs with new meshes
4 Hours Ago
change sleeping player collider to x-axis capsule, to save on vertical space
4 Hours Ago
- New TriggerPlayerMovePos script to move players with a vector relative to the centre of the trigger bounds - used to stop players getting stuck underneath a HAB when it lands on them in a safezone. - Pause players being marked hostile for 2 seconds when entering the move pos trigger to prevent the HAB marking a player as hostile if multiple players are landed on inside a safezone
4 Hours Ago
Only run terrain culling when it's actually worth it (when camera is above some but not all terrain)
4 Hours Ago
Don't load inventory inside container corpse, we already load it in base.
4 Hours Ago
Fix instanceData on items getting disposed if an item gets loaded twice.
4 Hours Ago
Tweaked some table lamp LOD distances, and added a missing mesh culler on the bulb.
5 Hours Ago
merge from hackweek_crosshair_customization/settings_editor
5 Hours Ago
Make previous compile fix match the other ifdef behaviour
5 Hours Ago
Compile fix
5 Hours Ago
5 Hours Ago
Merge from naval_update
5 Hours Ago
Introduce WIP version of ConcurrentBitArray for bitmapped damage tracking
5 Hours Ago
Commit progress on deep sea islands mission
5 Hours Ago
v4 player entity, hold type and prefab update for C4 and satchel charge
5 Hours Ago
Bugfix: UsePlayerUpdateJobs 2 - maintain partial ordering of snapshots when sending to player using tasks - This fixes rare parenting desync that can manifest as a weapon attachment world model not hiding (or something much worse) Need to optimize it by merging tasks, as this can create too many tasks for the server to process Tests: flew around on Craggy with fast noclip - attachments didn't "duplicate". Shot animals, switched active items. Tested occlusion with 2p and geared guns
5 Hours Ago
merge from sail_physics_test
5 Hours Ago
increased rudder torque-control strength, set default control scheme to that for now
5 Hours Ago
- Fix detail mesh being built but not assigned - Add option to specify whether or not we want to build the detail mesh - Remove sample detail mesh height param from SamplePosition (recast will always use the detail mesh if it exists anyway when sampling)
5 Hours Ago
- Fix chunk bounds being incorrect - Add option to debug sample the detail mesh height (it seems to not be working)
5 Hours Ago
Merge from main
6 Hours Ago
merge from boat_building
6 Hours Ago
third option on rudder control, bit of debug vis cleanup
6 Hours Ago
- Multithread in C++ instead of C# as it's simpler to avoid allocs - Make navmesh build not generate any garbage - Add option to sample detail navmesh height - Tick navmesh from ServerMgr instead of letting unity decide
6 Hours Ago
Fix wall cabinet not showing media
Today
modular boats building blocks, wood tier art files including textures, materials, models/gibs/colliders