128,720 Commits over 4,201 Days - 1.28cph!

9 Days Ago
Switch more stuff to using cached parts
9 Days Ago
Merge from parent
9 Days Ago
Re-add hull flag, set on hull blocks.
9 Days Ago
9 Days Ago
Added CachedBoatParts<T> Cache lists of blocks, anchors, sails for now.
9 Days Ago
Merge from main
9 Days Ago
Casino barge decks
9 Days Ago
added an elevator shaft to the casino roof in FC4
9 Days Ago
standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments
9 Days Ago
raised security tower cover
9 Days Ago
level submit
9 Days Ago
Codegen
9 Days Ago
removed Deferred Mesh Decal script from mesh object parent
9 Days Ago
removed double LODing method on prefab causing errors
9 Days Ago
supply signs lods, collision
9 Days Ago
Casino LOD/COL/Prefab progress
9 Days Ago
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9 Days Ago
HLOD and s2p for floating city 3
9 Days Ago
Merge from main
9 Days Ago
Compile fix
9 Days Ago
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9 Days Ago
merge from contactsmenu_fix
9 Days Ago
merge from menu_workshop_fix
9 Days Ago
merge from steaminventory_warmup_fix
9 Days Ago
merge from store_nre_fix
9 Days Ago
merge from premium_text_fix
9 Days Ago
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9 Days Ago
merge from wirecolor_nre_fix
9 Days Ago
Clean: leaving a TODO note for one I return to this
9 Days Ago
Fix not being able to place barricades on icebergs, icesheets, shore ice when close to a monument
9 Days Ago
Clamp displacement radius, fix seemingly bugged alpha blend mode, bring back displacement decay using DstColor multiply
9 Days Ago
made queue barriers R/W for batching
9 Days Ago
tweaks to fluorescent lights type e prefabs drawing distances, added a culling distance as they drew forever
9 Days Ago
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
9 Days Ago
Fixed prevent building volumes on static minecart and railroad planter Removed sockets from new static seating entities
9 Days Ago
Fix DeferredDecal component not being stripped from server entities
9 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
10 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`
10 Days Ago
10 Days Ago
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10 Days Ago
Make dynamicOccludees list public so it works with the command
10 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
10 Days Ago
Add `print_occlusion` command to print the amount of dynamic ocludees
10 Days Ago
merge from fix_puzzle_reset_analytics_nre
10 Days Ago
Fix NRE in puzzle reset analytics when SpawnGroup referenced is destroyed
10 Days Ago
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10 Days Ago
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10 Days Ago
Fixed WireColorSettings.Get NRE
11 Days Ago
merge from fix_console_chat_message -> main