160,447 Commits over 4,566 Days - 1.46cph!

13 Minutes Ago
boataicoordinate_tryclaim_fix -> main (broken merge last time)
13 Minutes Ago
boataicoordinate_tryclaim_fix -> main
14 Minutes Ago
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14 Minutes Ago
Ensure dead drivers dont keep stale HasDriver flags around
17 Minutes Ago
boataicoordinate_tryclaim_fix -> main
17 Minutes Ago
boat_ai_movement_improvements -> main
17 Minutes Ago
workshopskin_warmup_server -> main
18 Minutes Ago
repairbench_reskin_stall_fix -> main
18 Minutes Ago
radiation_watergun_fix -> main
19 Minutes Ago
Fixed the NRE in BoatAICoordination.TryClaimTarget
26 Minutes Ago
Bugfix: another batch of fixes after review of Item.UseItem usages Tests: none, trivial changes
44 Minutes Ago
Apples now sway on trees. Moved apple locations on oak_d to the end of the branch. Increased apple LOD distance.
53 Minutes Ago
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54 Minutes Ago
Merge from render_pipeline_testing
56 Minutes Ago
- Minor code cleanup
58 Minutes Ago
Merge from main
58 Minutes Ago
merge from 3p_head_wobble_fixes
1 Hour Ago
Merge from per_lights_spec_toggle
1 Hour Ago
Add a placeholder renovation device deployable
Rin
1 Hour Ago
merge from scrap_king_buildingskin_dlc
1 Hour Ago
Greatly improve the movement and avoidance code of the scientist boat ai - Sientist boats steer smoothly instead of weaving side to side, and reliably get themselves unstuck - Context steering uses 16 directions and steers between them instead of snapping to the nearest 45°, which caused a sawtooth style effect (even though we were lerping) - Fixed the stuck reverse never triggering above 32fps, (it measured speed from position change between AI ticks which was 0 most frames) - Boats back off and swing round when stalled, aground or too close to make a turn, and follow an obstacle round when they stop closing on a blocked target - Fixed patrolling boats circling off the shore forever when their orbit point lands on land
1 Hour Ago
merge from main
1 Hour Ago
Added specular toggling for the core lighting path and Forward+
1 Hour Ago
Throttle friends list rebuilds from status changes to once every 2s while the friends menu is open, instead of every 0.2s
1 Hour Ago
Bugfix: variety of use-after-free fixes related to Item.UseItem Tests: threw boomerangs
1 Hour Ago
RenovationDevice entity + socket initial code
1 Hour Ago
edited 3p jog anims exported
1 Hour Ago
wip, initial refactoring
1 Hour Ago
Discord presence changes no longer rebuild the list while the friends menu is closed
2 Hours Ago
Added a way to disable specular for specific lights using the new light property buffers (currently doesn't work with the core lighting path)
2 Hours Ago
merge from ladderhatch_close_fix
2 Hours Ago
Fixed being unable to close open ladder hatches from certain angles
3 Hours Ago
merge from cui_blur_fix2
3 Hours Ago
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3 Hours Ago
Fixed CUI blur stacking sorting issues
3 Hours Ago
Merge from main
3 Hours Ago
Prefabbed up lighthouse lamp damage states, implemented states into repairable prefab. Refactored original lighthouse prefab due to unused MaterialIDs.
4 Hours Ago
undo all camera director keys in one go, fix NaN time when two camera keys overlap, fix gizmos having an offset.
4 Hours Ago
Fix undo accidentally restoring sandbox tracks
5 Hours Ago
small games wooden table; - game model - bake textures - material updated - localization updated
Rin
6 Hours Ago
Fixed Crate_normal_2 not spawning 2 blueprint fragments Swap livestock vendor rewards from blueprint fragments to blueprint pages
Rin
Today
Shears name and description 2 Blades to craft WBLVL1 Default BP WIP
Today
Merge from main
Today
Increase terrain cell LOD count Handle off-centre ring holes Add debug colour option
Today
Switch the full server export for base occlusion export JSON -> protobuf - although it was zipped it was taking 30s to deserialize, yikes - still supports JSON exports for the smaller pastes
Fixed servers stalling for up to ~200ms when a player crafts a workshop skinned item for the first time after a restart or steam definitions update - The steam item definitions warmup now runs on the server too, it was client only so dedicated servers always read them cold - Also warms WorkshopId, (HasWorkshopSkin reads it for every owned item and each cold read is a native Steamworks call) - Moved SteamItemDefinitionWarmup out of the Client folder 7.81ms -> 0.07ms on first call
Fixed repair bench reskins freezing the server for ~0.7s after a steam item definitions update - Reskinning a redirect back to default or to a workshop skin went through skins2, scanning every steam definition - Now a direct definition lookup, 1275ms -> 0.66ms in editor. Was happening ~95 times a day across official servers
Rin
Today
merge from blueprints_2
Fix streams in waterguns not being colored for radwater
- Ensure boats spawn on the edge then travel inwards - Code cleanup