129,283 Commits over 4,201 Days - 1.28cph!

Just Now
Shortened bird poo decal effect. Cabin no longer enterable
6 Minutes Ago
Remove dismount overrides from PlayerBoat now they're not needed
8 Minutes Ago
Renaming paintball rig
13 Minutes Ago
Adding paintball gun rig
23 Minutes Ago
merge from parenting_improvements
24 Minutes Ago
compile fix for BaseMountable change - switched out client-incompatible check to an explicit disabling of the behaviour from the vehicle parent instead - set flag on PlayerBoat only
29 Minutes Ago
Refactors to LoadedAmmoWorldModel from feedback
31 Minutes Ago
Optim: UsePlayerTasks - pre-allocate NetWrites when sending snapshot queues This should reduce contention on the Pool<NetWrite>'s lock and let worker threads blast as fast as possible. Will need to revisit after measuring the pre-alloc overhead for main thread. Tests: On Craggy with UsePlayerUpdateJobs 2 flew away from island's network range then back - entities were where there have been before flying away.
46 Minutes Ago
Restore return for invalid dismount positions, not affecting us anymore after moving seat positions
53 Minutes Ago
Replaced redundant entities with props in all floating city barges and walkway prefabs Created a prop version of the electric furnace prefab
55 Minutes Ago
Large oilrig S2P (fixes old scientists spawning again after merge from main 134314)
58 Minutes Ago
merge from parenting_improvements - just the stairs parenting volume
59 Minutes Ago
gave boat stairs their own parenting trigger volume
60 Minutes Ago
Merge from bbb_deploy_changes
1 Hour Ago
Fix hit particles not rendering
1 Hour Ago
Disable MarkAttackerHostile on two more entities
1 Hour Ago
Fix MountedWeaponSeat NRE
1 Hour Ago
Push the wander direction away from the wall if it gets too close. Hopefully this will stop scientist boats congregating at the corners of the deepsea for no reason
1 Hour Ago
naval_update -> pt_boat_2
1 Hour Ago
scientist_boats_gameplay_2 _> naval_update
1 Hour Ago
pick up fuel when picking up boat engine
1 Hour Ago
Fix fingers not working on reload animations
1 Hour Ago
More PlayerBoat prefab cleanup
1 Hour Ago
merge from fix_ice_skin_particles to fix chainsaw fx lighting issues
1 Hour Ago
Merge the two separate layers/loops into one for GetDeployedEntities
1 Hour Ago
Fixed broken towel lods and floating props in casino
2 Hours Ago
Deep sea icon for the map and death screen toggle button
2 Hours Ago
Remove BoatBuildingBlock.ForceDeployableSetParent override. BoatBuildingStation.GetDeployedEntities() now grabs consutrction layer non-building block entities (doors, windows, etc) to parent them instead of relying on previous BBB override.
3 Hours Ago
▆▋▊▅▅▋ ▅▇▉▄▊▄ █▅▋▄ ▇▅▊▌ ▉▉▇ █▌▌ ▄▅▉▍▉▉▆▆.
3 Hours Ago
Removed the collision on the deep sea portal buoys
3 Hours Ago
merge from boat_mountable_fixes
3 Hours Ago
set steering wheel as DirectlyMountable, behaviour is the same but shortcuts checking the vehicle parent MountInfo in some cases
3 Hours Ago
check whether the BaseMountable is a MountPoint for its vehicle parent when checking HasValidDismountPosition - already being checked for retrieving the actual positions, this just stops the menu item being hidden in some cases
3 Hours Ago
single 50cal animation update
3 Hours Ago
Fixed error with towel LOD materials
3 Hours Ago
merge from deep_sea
3 Hours Ago
Don't kill deep sea manager and deep sea portals during the deep sea wipe
3 Hours Ago
Remove unintended building volume from PlayerBoat
3 Hours Ago
All heads LODs Heads combined into 1 object per LOD
3 Hours Ago
Merge from render_pipeline_testing
3 Hours Ago
setting ForceDeployableSetParent to true for the PlayerBoat so parenting deployables actually works
3 Hours Ago
Mark small ramp colliders as r/w
3 Hours Ago
S2P on FC3 to incorporate new HLOD changes
3 Hours Ago
RRP: Fixed shadow bias calculations for point and spot lights
3 Hours Ago
Regenerated FC3 HLOD from scratch to remove weird stacking error
4 Hours Ago
Restored cargoship global network behaviour to MainIsland
4 Hours Ago
Merge: from main
4 Hours Ago
merge from naval_update
4 Hours Ago
Merge: from spectating_disconnect_nre_fix - Bugfix for server NRE when spectating player disconnects Tests: 2p on Craggy, disconnected while spectating - no more NRE
4 Hours Ago
Bugfix: stop spectating when disconnecting This cleans up cached spectators on spectated player's end, which avoids server NREs and leaks Tests: 2p on craggy, started spectating then disconnected - no NRE