127,961 Commits over 4,201 Days - 1.27cph!

Yesterday
standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments
Yesterday
raised security tower cover
Yesterday
level submit
Yesterday
Codegen
Yesterday
removed Deferred Mesh Decal script from mesh object parent
Yesterday
removed double LODing method on prefab causing errors
Yesterday
supply signs lods, collision
Yesterday
Casino LOD/COL/Prefab progress
Yesterday
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Yesterday
HLOD and s2p for floating city 3
Yesterday
Merge from main
Yesterday
Compile fix
Yesterday
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Yesterday
merge from contactsmenu_fix
Yesterday
merge from menu_workshop_fix
Yesterday
merge from steaminventory_warmup_fix
Yesterday
merge from store_nre_fix
Yesterday
merge from premium_text_fix
Yesterday
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Yesterday
merge from wirecolor_nre_fix
Yesterday
Clean: leaving a TODO note for one I return to this
Yesterday
Fix not being able to place barricades on icebergs, icesheets, shore ice when close to a monument
Yesterday
Clamp displacement radius, fix seemingly bugged alpha blend mode, bring back displacement decay using DstColor multiply
Yesterday
made queue barriers R/W for batching
Yesterday
tweaks to fluorescent lights type e prefabs drawing distances, added a culling distance as they drew forever
Yesterday
New chainlink monument door (npc only and player compatible) Add placeholder conversation for farm access, charges scrap for now (temp) When a door is opened by an NPC in a conversation it will then be closed after 5s
Yesterday
Fixed prevent building volumes on static minecart and railroad planter Removed sockets from new static seating entities
Yesterday
Fix DeferredDecal component not being stripped from server entities
2 Days Ago
Refactor copypaste into multiple methods to try and figure out why certain foundations and walls are missing from pastes - unsure if it's a problem with copying or pasting so starting with pasting - move RemoveOpthanedChildren() above when we start to spawn entities - try to spawn entities in multiple passes to ensure parents are all spawned before children - add more logging
2 Days Ago
Switch certain dynamic occlusion entities to static occludees when we know they can't move - convar `dynamic_occlusion_pausing` (0 = off, 1 = codelocks + industrial adapters on boxes, 2 = codelocks on doors) - currently (and by default) every entity is considered dynamic if parented - now certain entities can indicate if they are static (like boxes) - converts codelocks to dynamic while the door is opening, converts back to static once finished - will check all parents so a box parented to a tugboat will still be considered dynamic since it will find the tugboat as root parent - reduces dynamic ocludee count by 80% (417->74) on a sample base (converts nearly all codelocks and industrial adapters) - refresh entity dynamic status when running `refresh_renderers`
2 Days Ago
2 Days Ago
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2 Days Ago
Make dynamicOccludees list public so it works with the command
2 Days Ago
Set industrial adapter to not be dynamic - still gets set to dynamic at all times since it's always spawned parented to an entity
2 Days Ago
Add `print_occlusion` command to print the amount of dynamic ocludees
2 Days Ago
merge from fix_puzzle_reset_analytics_nre
2 Days Ago
Fix NRE in puzzle reset analytics when SpawnGroup referenced is destroyed
3 Days Ago
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3 Days Ago
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3 Days Ago
Fixed WireColorSettings.Get NRE
3 Days Ago
merge from fix_console_chat_message -> main
3 Days Ago
Catch error if supplying a console color that isn't a valid enum - try catch the entire console logging thread so an error won't break the console
3 Days Ago
Add `console_print_color` command to confirm colored console messages work
3 Days Ago
Fix colorOverride being overwritten by LogType
3 Days Ago
Fix chat messages not being logged to console due to stacktrace being null when PrintColoured() is called
3 Days Ago
Scientist front turret now points the right way
4 Days Ago
Screen shake & volume stuff.
4 Days Ago
Cannon attack
4 Days Ago
Casino dressing progress Exterior dressing, neon signs, bar area, lighting pass
4 Days Ago
Removed Old 50 Cal Models and Prefabs Imported New 50 Cal Models to Include PT Boat Mounting Parts Setup New 50 Cal Prefabs and Colliders