125,325 Commits over 4,171 Days - 1.25cph!

27 Minutes Ago
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58 Minutes Ago
update manifest for projectile error
1 Hour Ago
fix HoldTypeAnimationOverride, setup for client testing
2 Hours Ago
manually override raid, snow and temperature manually when players are inside the deep sea
2 Hours Ago
merge from deep_sea/wipe
3 Hours Ago
Fix static mode always visible ignoring client.crosshair Fix settings preview crosshair updating dynamically Add tooltip mention that spacing doesn't do anything in dynamic mode
3 Hours Ago
Add separate set of sliders for chance of each weather preset inside the deep sea - only clear weather allowed: no fog, rain or storms (since that indicates the deep sea is wiping soon) - only modify the visual weather effects on the client, don't mess with the ocean simulation yet
3 Hours Ago
pooled visuals, projectile throwing support, animator fixes, fix entity visual spawning
3 Hours Ago
Players in the deep sea when it wipes are all killed by radiation Some cleanup
3 Hours Ago
More splat tweaks.
3 Hours Ago
Hook up all the convars so far to the options menu Switch to colour dropdowns for the colour settings Set/fix all phrases correctly with the new system, adhering to convention Move main crosshair enable/disable toggle into the new section Simplify / rename a few crosshair variables, add one more color option
3 Hours Ago
Optim: ServerOcclusion - convert OcclusionIncludeRocks part of narrow phase to Burst Total generation time went from 240s -> 130s. There's still 80s worth of TestInsideTerrain to rewrite Tests: regenerated and visualzied in editor
4 Hours Ago
Progress/backup
4 Hours Ago
merge from meta_shift
4 Hours Ago
large sail
4 Hours Ago
Add cannon admin fire command, fix ballista admin reload using hardcoded ammo types (use available ammo types instead)
4 Hours Ago
Add a way to disable rcon in editor prefs (Edit -> Preferences... -> Facepunch -> General)
4 Hours Ago
New: AreInsideMesh - burst versions of IsInsideMesh - added unit tests Tests: ran unit tests
4 Hours Ago
Add preliminary support for layers to indirect instancing
4 Hours Ago
Fixed brightness flickering on indirect instancing objects when moving camera (inefficient variant)
5 Hours Ago
Environment volumes in food and farm barges. Dock light LODs and decal fixes.
5 Hours Ago
Reapply military tunnel radiation changes from `military_tunnels_radiation_consistency` without merging the whole of naval_update
6 Hours Ago
Static prop version of sunflower with wind, and swapped out proxy WM versions. Updated manifest with missed planter variant.
6 Hours Ago
gifted_bag_tugboat_pickup -> main
6 Hours Ago
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6 Hours Ago
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Today
Bugfix: ServerOcclusion - don't ignore rocks that are close to the center of a subgrid cell Tests: regenerated and visualized in editor - seemed sensible, no gaps observed
Today
Merge from night_lighting_fixes
Today
Removed combined door from farm kiosk, set up separate prefab and nested. Replaced seed bag props in farm with static versions.
Today
merge from naval_update -> deep_sea
Today
Convars to config the wipe interval
Today
exported chiansaw 3p deploy and attack anims that match viewmodel versions
Today
Deep sea is saved and wipes every X hours When wiping: - move all players back to the main island - kill any entities inside - spawn the content again
Fix not being able to pick up gifted sleeping bags on tugboats/in shelters
Today
Optim: ServerOcclusion - rewrite cache generation broadphase to use parallel jobs - Takes broadphase from 4.8s to 0.4s This is tiny, since narrow-phase is the longest (on my 4.7k test map total time is ~240s). I'll do narrowphase next. Tests: generated on a custom map and visualized the occlusion grid
Today
Bugfix(editor): LoadMapFile - check for relevant state after domain reload to allow occlusion cache rebuild Tests: triggered a couple reloads, no NREs when generating cache
Today
Fix compile errors
Today
Added static respawnable versions of other planter types - varied up crop spawning. Added static version of water barrel for farm (WIP). Updated manifest file.
Today
Spike Trap LODs Gibs and backface fix
Today
merge main into naval_update again
Today
subtract flashlight beam optimizations
Add 'Check.HasBuildingPrivilege' and 'Check.InBuildingPrivilegeArea' 'Check.HasBuildingPrivilege' = you can actually build, gives you a boolean yes or no. 'Check.InBuildingPrivilegeArea' = in an area, might not be able to build Naming convention was driving me nuts with 'CanBuild()' vs 'GetBuildingPrivilege()' everywhere
Today
Cannon work in progress, basic firing/reloading based on ballista.
Today
New: added GamePhysics.CheckBounds that uses parallel Burst jobs - added unit test to validate it Tests: ran unit tests
Today
merge from main
naval_update -> scientist_boat_ai
Today
Bugfix(editor): LoadMapFile - ensure terrain state is setup after domain reload when we generate server occlusion cache Tests: ran generate server occlusion cache after code edits