128,880 Commits over 4,201 Days - 1.28cph!

Just Now
Resize boat building station netting area to support max size boats of 10x5. Reposition colliders, volumes, buoys.
10 Minutes Ago
merge from Halloween_25_Update/PH/storepage
10 Minutes Ago
Skin viewer halloween fixes and tweaks
12 Minutes Ago
iterations and re-import plank sounds
15 Minutes Ago
remove texture size warning for material rows, it seems we already downscale to the correct size ¯\_(ツ)_/¯
18 Minutes Ago
Skin viewer now supports skin with no item defintion (like underwears) Added mummy wraps
22 Minutes Ago
Updating binoculars rig mat
33 Minutes Ago
Fix cannons letting you breathe under water
33 Minutes Ago
Fixing material names for syringe rig
37 Minutes Ago
Fixed skull trophies name text material in the skin viewer
40 Minutes Ago
Bugfix: ServerOcclusion - remove destroyed players from lastPlayerVisibility cache We were leaking baseplayers and it was slowing down hash lookups Tests: 2p session on craggy, 2nd player disconnected, killed their sleeper - lastPlayerVisibility was empty for the remaining player
48 Minutes Ago
Casino big wheel room
49 Minutes Ago
cleanup left note for possible change to how angles are populated if it proves a performance issue
51 Minutes Ago
Added halloween items to the skin viewer: pumpkins, skull trophies and skull spikes Tweaked some other items
1 Hour Ago
merge from directional_drag
1 Hour Ago
floating city 4 latest
1 Hour Ago
added command to print DragByAngle table of a boat you're looking at (admin only)
1 Hour Ago
merge from boatspawner_nudge_fix
1 Hour Ago
Removed empty RealmedRemove component from hull_square
1 Hour Ago
Possible fix for the nudge fix not working
1 Hour Ago
reduced ray count slightly and only recaching BoatBuildingBlocks if the list is empty
1 Hour Ago
M15 pistol - changed emissive materials to use UV1, optimized emissive texture size, fixed world model AO
2 Hours Ago
better ray batching, as always it's bottlenecked by Verify - added GamePhysics.SortDeferred which returns the sort JobHandle, useful in this case where we're scheduling multiple parallel batches
2 Hours Ago
Fix monster mesh rendering issue
2 Hours Ago
Anchor collision primitives setup. Tweaks to volumes.
3 Hours Ago
Modular boat - Fixed gaps in walls, fixed doorway block colliders not matching the art
3 Hours Ago
mapped accumulated area to drag values, needs further balancing but adjusts between 0.8->1.5 rang currently - using batched casts, still a bit slow - substepping drag values between angles for continuous values
3 Hours Ago
Updating medical syringe refresh rig fbx
3 Hours Ago
Disable the large vehicle colliders around BBS netting
4 Hours Ago
Adding viwmodel rig for binocular refresh
4 Hours Ago
merge from naval_update
4 Hours Ago
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4 Hours Ago
S2P on FCs after farm changes
4 Hours Ago
Added a few more chainlink fences around the farm
4 Hours Ago
merge from Project_Hammer
4 Hours Ago
merge from boat_building
5 Hours Ago
Merge from texture_streaming_delay_fix
Today
Scale foliage based on distance density falloff to reduce visible pop in
Today
Compile fixes
Today
Merge from floating_cities
Today
Cleaned up some LODGroups from various floating city bits
Today
Added another NPC to the second farm entrance NPC's now remember if you've paid, persists through server restarts S2P floating city 1+2
Today
Merge from parent
Today
Run the deep sea terrain config when in island scenes (See DeepSeaEditorScene component)
Today
Merge from small_ramp
Today
Only allow interaction when looking at the base of the bridge
Today
Merge from naval_update
Today
Fixes
Today
Last island.