124,932 Commits over 4,171 Days - 1.25cph!

13 Minutes Ago
Tune generation param so that hires navmesh tiles have the same size as lowres ones, for easier stitching
27 Minutes Ago
Add multi command execution to console UI + multi line autocompletion.
36 Minutes Ago
- Speed up geometry collection (lots of culling was actually losing perf when done at scale and relying on recast chunkyMesh) - Fix terrain gen being very low res and not respecting alpha (go back to using existing baked terrain code we were using before)
1 Hour Ago
Add multiline support to dev console
1 Hour Ago
merge from main -> naval_update
1 Hour Ago
merge from naval_update -> deep_sea
1 Hour Ago
Casino progress / better curtains
1 Hour Ago
security tower rename material
1 Hour Ago
- Speed up tile rebuild - Fix tile rebuild giving very different results from initial build
2 Hours Ago
Can only bunnyhop: 1. Once every 3 seconds 2. When grounded 3. When not waterlogged 4. When there is at least 10% sprint percentage remaining Bunnyhop now: 1. Uses correct physics calls to make a nice jump 2. Uses a relative force to account for slopes 3. Jumps higher at faster speeds 4. Jumps get scaled by the sprint percentage remaining 5. Consumes 10% sprint percentage https://files.facepunch.com/jacob/1b0511b1/Unity_Aa2i1beFhS.mp4 https://files.facepunch.com/jacob/1b0511b1/Unity_npssU8l2Br.mp4
2 Hours Ago
Optim: Get rid of allocs in BradleyAPC::DoPhysicsMove Tests: loaded monument island with a launch site, verified bradley spans and rides around. in profiler DoPhysicsMove had 0 allocs
3 Hours Ago
Set dressing supplies barge
3 Hours Ago
Locker - updated workshop model with proper mesh shading
3 Hours Ago
Simplify prioritize premium sorting - works way better than it did before
3 Hours Ago
Generic container LODs
4 Hours Ago
fixed compile from CoACD
4 Hours Ago
Merge from naval_missions
4 Hours Ago
security prison bug fixes, lods, collision
4 Hours Ago
Progress backup
4 Hours Ago
Cleanup
4 Hours Ago
Fix CH47 patrol point selection to use a more fair random monument choice Previously, GetRandomPatrolPoint() picked the first valid monument after a random start index. This biased results when only a few monuments were valid. Now we collect all valid monuments and select one uniformly at random, ensuring a more even distribution.
4 Hours Ago
wrap custom coacd editor in defines
4 Hours Ago
Further cannon setup. Collision setup so it works nicely with cannon low wall.
4 Hours Ago
Merge from naval_update
4 Hours Ago
Fix compile errors
4 Hours Ago
Merge from boat_building
4 Hours Ago
Merge from naval_update
5 Hours Ago
Optim: get rid of allocs in BuildingPrivlidge::IsAuthed Tests: set up TC on Craggy, was able to auth/deauth
5 Hours Ago
Merge from naval_update
5 Hours Ago
merge from /main/coACD - adds FPConvexCollisionBaker that we can use to bake convex collider sets for compatibility with dynamic RBs (PlayerBoats)
6 Hours Ago
Unity tutorial - added test objects to scene
6 Hours Ago
Cannon deploy placement fix.
6 Hours Ago
Cannon art/prefab updates. Assign placement prefab.
Today
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Today
merge from fix_nametag_blocked_by_floor
Today
merge from fix_nametags_water
Today
merge from duplicated_gunshots_fix
Today
Merge from boat_building
Error scan checks for more than one occurrence of an ActionEvent node type
Today
manifest
Fix an issue that could possibly duplicate gunshot sounds if the player was under a decent amount of lag or lower fps server. Possible duplicated sounds would be local sounds (within network range), played once by the network signal then again with the effect logic. Would be made worse with lag
Today
Remove merging of damaged regions as the sorting and merging was taking more time than it saved in some situations. If frequent buffer updates continue to be a problem, /indirect_instancing/bitmapped_damage_tracking should fix that.
Cleanup code for node creation search window
Today
door.hinged.mboat models, item def, prefab
Today
Fix all boat building block localizations
Today
Add and setup low cannon wall. Added to boat planner.
Today
Add ConcurrentBoolArray as a simpler (but more wasteful) form of ConcurrentBitArray to get things going quicker. Add a function to find contiguous regions of values efficiently.