134,920 Commits over 4,293 Days - 1.31cph!

5 Minutes Ago
paintball 3p entity update - updated position of flashlight/lasersight attachment
15 Minutes Ago
Light up frames - adjusted LODs for XL and XXL versions
27 Minutes Ago
more wip
35 Minutes Ago
Paintball gun updates - set only lasersight/flashlight as useable attachments - added viewmodel attachment override and positioned both attachments on model currectly
35 Minutes Ago
Update: declare a boot time switch to disable new server occlusion groups Need to bring back old logic for it, that'll be next. Tests: none, trivial change
40 Minutes Ago
Merge: from main
51 Minutes Ago
Tweaked two values to stop clipping issues we're seeing with the cannon
54 Minutes Ago
merge from main - added support for transparency on decal shader
57 Minutes Ago
Added support for decal layers on transparent surfaces on the Standard shader
1 Hour Ago
stopengine_nre -> main
1 Hour Ago
- Prevent stopping the engine from throwing an nre when wiping the deepsea - Remove a dumb log
1 Hour Ago
Compile fix
1 Hour Ago
Ocean WIP.
3 Hours Ago
wood box added prefab for box
3 Hours Ago
wood box game model and updated prefabs, ran manifest and localization
3 Hours Ago
Light up frames - fixed material config and paintability
3 Hours Ago
wood box placeholder textures
3 Hours Ago
edited paintable reactive target animtions and transition blends on anim.controller
3 Hours Ago
merge from main
3 Hours Ago
Migrated deep sea ocean params to new env properties section.
4 Hours Ago
Cherrypicked deep sea ocean feature to test branch.
5 Hours Ago
merge from indirect_instancing
5 Hours Ago
Some fixes and cleanups for the Indirect Instancing debug overlay
Today
Codegen so domain reload works
Today
Move CCTV processing out of a repeated update into a budgeted queue (0.05ms) Don't add cameras that are completely static to the queue as they don't actually do anything inside server tick Completely removes server cost of static cameras and limits the cost of dynamic cameras
Today
Merge from naval_update
Today
Switch back to the mainland view on the map screen if it closes while open
Commit SyncVar inheritance changes. Can't Cherrypick because of the previous revert.
Today
fix ocean stuttering in demo playback (forces water.scaled_time behavior when playing demo)
artist_pack_dlc -> artist_dlc_ornate_frames
Cherrypick syncvar_inheritance so the new artist items can take advantage of the fix without forcing it on main (when its not fully proven to be stable)
Today
Fixed ghost ship map markers rotation and scale
Properly support inherited SyncVars up to an infinite depth
Today
Merge: from useplayertasks_removegroupocludee_nre - Bugfix: a series of bugfixes and extra error logs to ensure occlusion groups are valid and consistent Tests: 2p on Craggy - ran around host, flew away and back, teleported away and back, tested sleepers, disconnects, and general occlusion
Today
Merge: from main
Today
fix cloud weirdness when overriding weather state when playing back a demo
Today
Clean: move OcclusionValidateGroups servervar to ServerOcclusion - codegen Tests: server compiles
Today
more window paintable work
Today
Clean: GetOccludees => OcclusionGroup getter Tests: server compiles
Today
Clean: OcclusionGroups - define bespoke ServerOcclusion.Group - updated code references Tests: all modes compile in editor
Today
Clean: OcclusionGroup - lower core of logic from BasePlayer to BaseNetworkable - also move cached subscribers cleanup to BasePlayer.OnServerDestroy - split off server occlusion logic into it's own BaseNetworkable potion Tests: all platforms compile in editor
Today
set lightup frames to use standarddecalwithtwo shader again
Today
tweaked free sockets on goldframe medium and small so they are deployable on space building skin
Today
Bugfix: ServerOcclusion - clean up external references when BaseNetworkable is destoyed Dobbie's free, this is the last bug I could theorycraft. There's a small window before occlusion would update and unsubscribe where a teleport then destroy could leave a dangling set of references, but this doesn't happen because of unnecessary SetParent being called when BaseEntity is destroyed on the server(but this should be fixed separately) Tests: not testable
stay_close_death_fix -> main
Fix issues preventing boats from reaquiring a target that they already have which was stopping them getting into 'stay close' mode
Today
fixed artist canvas gibs missing material, fixed artist canvas medium not linked to correct paintable, fixed broken deploy guide on ornate medium frame, fixed lods on paintable reactive target all displaying, fixed easel top mesh render warnings, and rendered easel icon
- Ensure target is cleared on ai death - Fix Exit state being used in the wrong places, leaving AI without a state at all
Today
Death screen now switches back to the mainland if the deep sea closes for any reason