124,808 Commits over 4,171 Days - 1.25cph!
- Fix chunk bounds being incorrect
- Add option to debug sample the detail mesh height (it seems to not be working)
third option on rudder control, bit of debug vis cleanup
- 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
Fix wall cabinet not showing media
modular boats building blocks, wood tier art files including textures, materials, models/gibs/colliders
Add parenting trigger to plank so you don't instantly drop off the boat when walking on a plank
Much better avoidance results - higher speed in general
Desired gas pedal now goes through a processing layer to stop values that would intentionally crash us into obstacles
Fixed server compiler errors
Setup triangle floor block and add to boat building planner.
Added new default texture streaming settings in the Quality Settings
Added a new way to calculate the texture streaming memory budget to prioritize caching efficiency on devices with higher VRAM and to reduce paging on devices with lower VRAM
naval_update -> scientist_boat_ai
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v4 explosives entity, hold type and animation updates
Only tick steering update when a player is mounted to the wheel
Optim: UsePlayerUpdateJobs - limit duplicate snapshot check to per-player only
Snapshot queues can grow up to 1k per player, so this should reduce the lookup overhead a smidge.
Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
merge from indirect_instancing_toggle
Restrict Indirect Instancing ConVars to debug builds only
Add the video for the pack
merge from store-updates-sept2025
Removed Default Blueprint flag flag from mannequin, preventing it from being made into a blueprint (Now matches other DLC behaviour)
Add support to team bag labels provided you have building priv from a tugboat or shelter
Add support for entity building priv
Eg if you have priv on a tugboat or a shelter
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Set dressing supplies barge VERY WIP
Change it to as attachment - to match the storage containers
move sleeping player collider out of the ground (TENTATIVE), fix waterlevel capsule math with small height values
Moved casino barge to make gaps between barges larger
Modified casino layout / removed shipping containers
Some modelling progresss on the casino mesh
Moved supplies barge and connecting docks and fixed all bridge connections
Fixed an issue with HUDShouldDraw
Do not try to load VTF sphere maps for VTF 7.4
Apparently some 7.4 cubemap textures do not have it, from CS:GO probably
Alias dz_door to prop_door_rotating
Added NPC:ConditionID (Opposite of NPC:ConditionName)
Added NPC:IsUnforgettable and NPC:MoveGroundStep
ClientsideModel sets collision group to DEBRIS
Minor cleanups
Fixed clientside prediction breaking hull traces against local player
Prevent item_item_crate from spawning certain entities
Made Entity:PhysicsInitBox/Sphere set solidity before the physics object
* This improves behavior for those functions with ClientsideModel and is consistent with PhysicsInit()
Added sequence events to util.GetModelInfo
Events table in each of the Sequences tables, each having the following:
* Cycle
* Event - ID
* Name
* Type
* Options
Added effects.TracerSound
Remove fallbacks for CSS player models
Update DoD:S player model fallbacks
Restore stomped killbees command
Some wip placement checks