133,612 Commits over 4,262 Days - 1.31cph!

25 Minutes Ago
merge from birthday2025 -> main
26 Minutes Ago
cherrypick from 139471
41 Minutes Ago
exported latest vm paintabll anims and linked up camera in prefab
47 Minutes Ago
Added new sounds for the butcher knife
1 Hour Ago
merge from boat_wall_trigger_improvements
1 Hour Ago
merge from ramp_plank_parenting_fix
1 Hour Ago
merge from kinematic_shoredrift_fix
1 Hour Ago
merge from trigger_parent_nre_fix
1 Hour Ago
Adding gesture anims for player update
1 Hour Ago
Merge from editor_shader
1 Hour Ago
Paintball Gun - Worldmodel, LODs and rebaked materials
1 Hour Ago
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...)
2 Hours Ago
Set edit flag on ice material when opening/closing edit mode
3 Hours Ago
Ice sculpture shader changes for edit mode
3 Hours Ago
Added new sounds for the 50cal movements
3 Hours Ago
Merge from naval_update
3 Hours Ago
Dont send aim dir at first - not needed
3 Hours Ago
reduce_balistagun_aim_packets -> main
3 Hours Ago
reduce_ballistagun_aim_packet -> main
4 Hours Ago
Restore server tick (no networking overhead)
4 Hours Ago
Stop every BallistaGun firing off a roughly 32~ byte packet every 0.05 seconds Every cannon in the DeepSea was doing this at once.
4 Hours Ago
Logs
4 Hours Ago
- 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
4 Hours Ago
Blocks track damage they've taken
4 Hours Ago
Merge from naval_update
4 Hours Ago
MountedPlayerSync (for scientist boats) reduced from 1ms -> 0.01ms
4 Hours Ago
Merge: from randomize_junkpile_checkempty - minor optim to load balance JunkPile::CheckEmpty Tests: looted one on craggy, saw it disappear
4 Hours Ago
Update: JunkPile.CheckEmpty now have a 5 second randomness Tests: looted a junkpile on craggy, flew away, waited and got back - it was gone
5 Hours Ago
fixed clipping issues on planner viewmodel
5 Hours Ago
- Actually skip MountedPlayerSync() - Cleanup
5 Hours Ago
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)
5 Hours Ago
rebuild censor chunks and reapply properly when censorsigns changes
5 Hours Ago
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
5 Hours Ago
Update: dump_map exports to identity/debug/ folder - client buildfixes Tests: built all modes in editor, ran dump_map on craggy
5 Hours Ago
Refactor damage methods.
5 Hours Ago
Merge: from main
6 Hours Ago
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
6 Hours Ago
Show an error toast when trying to deploy & edit a boat that has been recently damaged.
6 Hours Ago
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
6 Hours Ago
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
6 Hours Ago
merge from store_gallery
6 Hours Ago
Added store images for the following: - LNY wallpaper - LNY wall divider - Halloween wallpapers - Balloon pack
Today
Hide pants repose
Today
merge from obb_test
Today
removed 3D gaussian blur entirely, it was too slow
Today
split censoring XYZ segment counts and convarred, defaulting to (4,5,4)
Today
Fixed steam inventory modal unable to send coroutines during their init
Fix issue causing low ammo indicator to be always on
Today
Only scroll when the item is not 100% visible Some safety checks
Today
merge from indirect_instancing (for real this time)