130,769 Commits over 4,232 Days - 1.29cph!

10 Days Ago
merge from qol_dump_improvements -> main
10 Days Ago
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10 Days Ago
merge from main -> qol_dump_improvements
10 Days Ago
- Horses can now be healed with medical syringes, in the same way we can heal other players - Medical syringes act as performance enhancing drugs for horses, giving a temporary boost to max gallop speed and a small replenishment of stamina (horse drugs are in Rust now) - Bandages do not work on horses - only syringes - All of above subject to change - Modified MedicalTool so that it can work for other entity types other than players. Added IMedicalToolTarget which we can attach to entities which we want to targetable, and handling per entity is now done on the entity rather than on the MedicalTool - Add TryGetOwnerPlayer to HeldEntity and TryGetEntity to BaseNetworkable as slightly neater ways of calling their respective methods
10 Days Ago
Cannonball icon
10 Days Ago
Fix up/down arrow keys updating the label in the console input field even though they're unused.
10 Days Ago
BBS build area volume fixes. More test block uipdates. Remove spammy debug drawing.
10 Days Ago
Add: profile.CountSyncMoveEntities server var Reports number of "Sync Positions" on the server. Some entities don't get into saves, so this is the only way to see what's putting pressure on InvokeHandler Tests: ran it in editor on craggy
10 Days Ago
wip BBS volume checks
10 Days Ago
merge from naval_update
10 Days Ago
Add more playables null checks
10 Days Ago
Fixed protobuf
10 Days Ago
merge from main -> helicopter_flare_balance_pass
10 Days Ago
setup chainsword 3p anims
10 Days Ago
Bugfix(editor): if invoke throws, don't lose Profiler.EndSample There's bigger problems out there, but this was making profiling a bit annoying Tests: loaded playtest save and profiled it in editor
10 Days Ago
main -> naval_update
10 Days Ago
Feedback changes
10 Days Ago
wallpaper_viewmodel_fix -> main
10 Days Ago
Fix wallpaper planner viewmodel playing its deploy animation faster than regular planner viewmodel
10 Days Ago
merge from main
10 Days Ago
Fix scientists cancelling their behaviour because they think they can throw a grenade but they can't, fix some triggers being set to world and being hit by grenade trajectory prediction traces
10 Days Ago
Keep the inventory canvas enabled when invisible, its causing issues with the item icon using legacy texts
10 Days Ago
merge from ui_overhead_optims
10 Days Ago
merge from main
10 Days Ago
Coffecan helmet repose
10 Days Ago
Update: Enable AnalyticsV2 by default Staging servers ran this for a couple days now and this'll switch over clients as well. Tests: none, trivial change
10 Days Ago
revised unlock rareity costs 15, 30, 60, 120
10 Days Ago
Merge from parent
10 Days Ago
merge from main
10 Days Ago
Compile fix
10 Days Ago
mini fridge deployable test folder setup
10 Days Ago
merge from cobweb_wallpaper_fix
10 Days Ago
merge from cabins_puzzlereset_fix
10 Days Ago
merge from cargoship_cameras
10 Days Ago
merge from wm_outline_fixes
10 Days Ago
merge from puzzle_reset_train_tunnels_fix
10 Days Ago
merge from m15_emissive_fix
10 Days Ago
merge from guide_materials_tweaks
10 Days Ago
merge from server_history_dns
10 Days Ago
merge from fix_queryvisbug
10 Days Ago
Add one more camera, give all of them some more better names
10 Days Ago
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10 Days Ago
Merge from main
10 Days Ago
Cleanup
10 Days Ago
Reset the rads value
10 Days Ago
Save radiationReset value on PuzzleReset Compile fixes
10 Days Ago
Add debug.puzzleResetInfo, prints out the timings of the puzzle that the player is currently inside
10 Days Ago
Expose radiation amount to convar (Server.monumentPuzzleResetRadiationAmount)
10 Days Ago
Added a gizmo to show reset radius, also added support for showing ai zone bounds on gizmo (also applies the radius multiplier convar)
10 Days Ago
Puzzles that use radiation resets will now enforce a minimum time that the monument needs to be completely empty of other players once the radiation is fully active (server.monumentPuzzleResetRadiationPlayerEmptyTime) Exposed how long before the end of the existing reset time the radiation process starts (server.monumentPuzzleResetRadiationPreResetTime) Added debug.puzzleResetTimeMultiplier to allow us to fast forward reset times for testing