135,179 Commits over 4,293 Days - 1.31cph!

Today
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fix error spam in edit mode on island scenes
Today
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fixed SKS skinnable downloadable mesh filepaths
Today
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Underrwater breath bubble improvements. No longer fixed above your head no matter how you move.
Today
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Deep sea ocean color tweaks.
Today
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Fixed ocean fogging radically changing when approaching the ocean surface. Various more deep sea ocean tweaks.
Today
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Reverted missing imposter fix on a couple of palm variants. Both tropical and desert. (It was intentional) Undeleted their materials.
Yesterday
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Merge from discord_sdk_1.8
Yesterday
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Update manifest again - RHIBDriver had import error locally?
Yesterday
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Commit paintball gun code progress
Yesterday
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Last compile fix, tm.
Yesterday
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Another burst compile error
Yesterday
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fixed scrap XXL and XL, lightup XL guide meshes missing, tweaked collision surface types on all frames to be realistic
Yesterday
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disabled off repair on frames
Yesterday
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Fix burst compile error
Yesterday
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Fix NRE in Construction.DoPrepare() when allSockets is null
Yesterday
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tweaked deploy on paintable reactive target and fixed offset paintable collision on ornate frame xxl
Yesterday
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Start by updating the manifest
Yesterday
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merge back buoyancy_improvements. shared static buffer size changed - pulling this changeset requires an editor restart.
Yesterday
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Add readonly container for ocean simulation data to make parallel use a bit more sane, it was previously just disabling all read/write restictions.
Yesterday
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Fix native grid not having a non unique add method like the managed version.
Yesterday
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Fix performance degradation over time in buoyancy batching from growing point arrays, this basically prevented buoyancy from sleeping. Sub array all buffers to let them shrink back down.
Yesterday
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resized a lot of frame textures, removed unused ones, added plugs to all scrap frames
Yesterday
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Deleted floating props from Floating City 4, ran S2P
Yesterday
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Requests for what missions are valid on the server are now run on a work queue
Yesterday
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Fix "Couldn't create player_connect event" appearing on success Apply some NPE checks to render data cache Fix player model eyes pointing elsewhere when singleplayer is paused Minor cleanup Added vec = game.GetWindSpeed( vec pos = nil ) * Optional arg that takes into account wind controllers with radius above -1 * Without arg = only use the global controller (if one exists) * position argument unfortunately will not do anything on client yet because the env_wind position is never networked to the clients * Function is shared
Yesterday
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Tests: OcclusionGroupTests - TestNew_MoveOther (8) Simulates other players going through observer's network range. Have a separate CL that makes this test pass, but not sure I like the final result - will try to rewrite it all through a different approach to be simpler. Tests: ran unit tests, they fail without extra changes
Yesterday
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frame Y values on shutter again
Yesterday
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painting reactive target IO handles, updated manifest
Yesterday
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lightup frame correct IO placements
Yesterday
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mortar blockout + mortar ammunition
Yesterday
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scrapframe shutter V values
Yesterday
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More commands: playerboat.kill_all_above_block_count - kills all boats above specified block count playerboat.print_stats - prints the block count and other child count of all boats
Yesterday
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Add menu option to toggle shutter of shutter frames (IO takes priority)
Yesterday
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added params for default tiling and offset for shutters
Yesterday
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correct Y offset values for shutter frames
Yesterday
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lightup frame scripts integration
Yesterday
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Add menu item to cache placement snap directions. Realm remove transforms from blocks.
Yesterday
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fix inventory of scrap frames
Yesterday
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set goldframe large slots back to 1
Yesterday
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Initial script integration for shutter frames, without proper UV offset values, remove debug log from baseentity
Yesterday
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Clean: dead code removal Tests: none, trivial change
Yesterday
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Bugfix: OcclusionGroup - handle sleeper edge cases - when player disconnects, clean itself up from non-local occlusion groups - when sleeper moves, unsubscribe from occlusion groups go out of range or don't have a local player Tests: unit tests, all pass (yay)
Yesterday
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- New scientist setup for both boats - Increased turret max attack distance 75 -> 125 - Cleanup
Yesterday
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scrapmirror large mirror made hidden again (unused), tweaked shutter V value so its a bit higher so it doesnt obscure painting
Yesterday
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RHIB Scientists now use LR300s - not MP5s
Yesterday
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Seperate out rhib ai driver and pt boat ai driver into seperate prefabs so each can be loaded properly This fixes the loaded version of boat ai having worse stats than the regular fresh spawned version
Yesterday
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RHIB Scientists can attack players at a way higher range 30 -> 70
Yesterday
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added alex's stretching fixes to ornate and lightup standing mirrors, fixed label text on ornate standing clipping
Yesterday
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- Fix some issues with position generators and exclusive mission points - Fix issues relating to player state missions data and resetting player state
Yesterday
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Picture frames - fixed text box clipping with mesh on medium ornate frame