138,704 Commits over 4,324 Days - 1.34cph!

Yesterday
Change find source prefab code to ignore the model source asset when setting motion vector settings
Yesterday
Merge from baked_mesh_optim
Yesterday
Reprocess the island meshes, apply a 10 degree limited dissolve on the underwater portions of the island and apply a 0.5 degree dissolve the above water portions Doubles the size of the mesh, but brings the collisions more in line with the visuals and it's still about 75% smaller than last months version of the meshes Moved the original FBX exports of the islands to a SourceIslandMeshes folder in the root of the project in case we need to modify these setteings in the future
Yesterday
Merge from main
Yesterday
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Yesterday
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Yesterday
merge from main
Yesterday
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Yesterday
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Yesterday
restore pixel radius based alpha feathering to hide wire aliasing
Yesterday
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Yesterday
Make effects.BubbleTrail not turn start/end pos into mins/maxs Added Lua mesh skinning support * Added `mesh.BoneData( index, matrixId, weight )` * Added second argument to `Global.Mesh` - boneWeights * Added `IMesh:DrawSkinned( matrixTable )` Minor cleanups Fixed DrawSkinned affecting underwater rendering * By applying the model matrix to the Draw() call Some more than minor cleanups of probably unused stuff Fill remaining matrices with identity ones for DrawSkinned * In case some silly goober doesn't give it enough or gives none Fix handling of userdata members from tables Fix potential crash with malformed models
Yesterday
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Yesterday
merged main -> main/rust_relay_server
Yesterday
Added Packet relay layer + convars, Editor tool for exporting entire prefab folders to GLB
Yesterday
untabify
Yesterday
merge from painting_line_tool
Yesterday
remove unused "using"s
Yesterday
merge from painting_line_tool -> main
Yesterday
Remove kicked toast debug log
Yesterday
Fix crash with paddling pool unloading.
Yesterday
missing reference
Yesterday
BoatBuildingBlocks can now always be rotated (in edit mode) - removed the timer to match new demolish behaviour. Gated behind new convar BoatBuildingBlock.AlwaysRotatable (defaults to true)
Yesterday
cargo_crate_layering_fix -> main
Yesterday
Ensure cargo map marker is always placed below the crates. Fixes times where the crates were hidden under cargo
Yesterday
Potential fix for scientists rendering while sleeping, then being shot without reacting, and dying only if the player gets close again
Yesterday
Forgot to save, material fixes
Yesterday
Added collision back to shop E. Small material changes.
2 Days Ago
added HUD element for line tool, new convar for configuring direction lock distance threshold
2 Days Ago
First pass of materials on rentable shop E (still WIP)
2 Days Ago
merge from naval_update/io_boats/privilege
2 Days Ago
Ensure crate_ammunition and crate_fuel block player item input the same as the rest of the labs crates
2 Days Ago
labs_crate_player_input -> main
2 Days Ago
Slight changes in GetPrivilege to support tugboats
2 Days Ago
Flame turrets deployable on boats
2 Days Ago
boat_hand_animation_fix -> main
2 Days Ago
Fixed steering wheel and throttle issues on the PT Boat
2 Days Ago
Fix scientists bypassing a big part of player armor, eg hazmat only blocking 5% of scientist damage, and fullmetal only blocking 25%. Most clothing will now block damage as you'd expect (eg hazmat blocks 30% and fullmetal around 50%).
2 Days Ago
Shotgun trap deployable on boats
2 Days Ago
DecayEntity::GetNearbyBuildingBlock can now get boat building blocks
2 Days Ago
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2 Days Ago
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2 Days Ago
Added missing server collider to DS Signal Computer.
2 Days Ago
Fixed tropical1 bush billboard oddities.
2 Days Ago
merge from ddraw_sceneview
2 Days Ago
made ddraw work in the scene view as well, handles Text and ScreenText as well
2 Days Ago
Merge: from fix_sortdeferred_race - Bugfix for sorting of hits potentially running in a race with previously scheduled jobs Tests: unit tests
2 Days Ago
merge from dragbyangle_improvements
2 Days Ago
Optim: merge count and sort jobs into one Tests: unit tests
2 Days Ago
improved consistency on dag-by-angle calculations on player boats - changed from batched raycasts to batched spherecasts - actually check if the hull the cast hit is from the boat we care about - casts are made from the center of the hull bounds, avoid edge case where this was skimming the top of the boat