133,619 Commits over 4,262 Days - 1.31cph!

9 Minutes Ago
35 Minutes Ago
merge from console_autocompletion_contains
36 Minutes Ago
Sort StartsWith console autocompletion before Contains
2 Hours Ago
merge from main
4 Hours Ago
Ensure we don't load saverestore files from mountable games
4 Hours Ago
Dracula fixes and Scarecrow repose
5 Hours Ago
Remove repeated allocations from getting missions from the mission manifest
6 Hours Ago
merge from birthday2025 -> main
6 Hours Ago
cherrypick from 139471
Today
exported latest vm paintabll anims and linked up camera in prefab
Today
Added new sounds for the butcher knife
Today
merge from boat_wall_trigger_improvements
Today
merge from ramp_plank_parenting_fix
Today
merge from kinematic_shoredrift_fix
Today
merge from trigger_parent_nre_fix
Today
Adding gesture anims for player update
Today
Merge from editor_shader
Today
Paintball Gun - Worldmodel, LODs and rebaked materials
Today
When converting back to editable, apply damage to the blocks that actually took damage, down to a minimum of 1hp. Any extra damage gets rolled over to additional blocks, as much as possible per block, resulting in not having to repair every block on a boat. (unless they all got hit...)
Today
Set edit flag on ice material when opening/closing edit mode
Today
Ice sculpture shader changes for edit mode
Today
Added new sounds for the 50cal movements
Merge from naval_update
Dont send aim dir at first - not needed
reduce_balistagun_aim_packets -> main
reduce_ballistagun_aim_packet -> main
Restore server tick (no networking overhead)
Stop every BallistaGun firing off a roughly 32~ byte packet every 0.05 seconds Every cannon in the DeepSea was doing this at once.
- Fixed bug causing dismount not to unparent properly - Ensured ShouldRepositionPerFrame() is inverted for setting parent (no parenting was actually happening), but mount update was skipped
Today
Blocks track damage they've taken
Merge from naval_update
MountedPlayerSync (for scientist boats) reduced from 1ms -> 0.01ms
Today
Merge: from randomize_junkpile_checkempty - minor optim to load balance JunkPile::CheckEmpty Tests: looted one on craggy, saw it disappear
Today
Update: JunkPile.CheckEmpty now have a 5 second randomness Tests: looted a junkpile on craggy, flew away, waited and got back - it was gone
Today
fixed clipping issues on planner viewmodel
- Actually skip MountedPlayerSync() - Cleanup
Bring back changes on 65343, this allows us to bypass BaseMountable.MountedPlayerSync on a per mountable basis - Expose MountSyncType options (can now parent players to mountables, or reposition per frame as normal) - can be set per mountable - Allow AI to be able to handle these settings differently (eg we can parent just AI to mountables)
Today
rebuild censor chunks and reapply properly when censorsigns changes
Today
Merge: from procpop_debug - Bugfix: fix DensitySpawnPopulation prefab pool being starved out, resulting in failed spawn attempts - Optim: DensitySpawnPopulation early exits if it reached prefab population target isntead of continuing to try to spawn - New: spawn.report now contains info about failed iterations and how many entities it recently spawned - New: spawn.dump_map <pop> [count] which simulates spawns and generates pngs indicating general spawn area and attempted spawns. Pngs in <server_ident>/debug. Tests: 4.5k procgen in editor - server started with full junkpile pop, simulated spawn gave better numbers
Today
Update: dump_map exports to identity/debug/ folder - client buildfixes Tests: built all modes in editor, ran dump_map on craggy
Today
Refactor damage methods.
Today
Merge: from main
Today
Optim: DensitySpawnPopulation - stop trying to spawn prefabs when used up available prefabs This eliminates a lot of wastefull attempts Tests: while at full population, ran dump_map with 1000 items to fill - reported 0 attempts
Today
Show an error toast when trying to deploy & edit a boat that has been recently damaged.
Today
Bugfix: DensitySpawnPopulation - avoid weighted prefab pool starvation Bug from 2022 - we never checked if prefab instantiation ever failed, as it has it's own internal checks Tests: ran spawn.report - saw that junkpiles population was full after boot. deleted junkpiles pop then immediately simulated spawning - saw green pixels, got the count
Today
Update: spawn.dump_map - also report how many spawned and how many attempts were taken Looking at the texture it's hard to believe it has 800 green pixels, but apparantly it does. Tests: used dump_map right after delete_populations
Today
merge from store_gallery
Today
Added store images for the following: - LNY wallpaper - LNY wall divider - Halloween wallpapers - Balloon pack
Today
Hide pants repose