135,714 Commits over 4,444 Days - 1.27cph!

Today
Merge from main
Today
exported updated 3p 16 frame sprint anim and set anim to play at 1 speed in the player animation controller
Today
Compile fix
Fix the power plant high grade fuseboxes using the wrong loot panel type S2P powerplant
Today
Add prevent building volume to crash remains
Today
Codegen
Today
Added new RefreshAndGetItems overload in IPlatformService
Today
SatelliteCrashRemains now kills itself after specified delay. Added protobuf for it to support save/load
Today
set dressed ladder to roof room, basic details in checkin room basic sentry cover of the outdoors and apartment b interior S2P
Today
Fix a couple of post-crash logic issues. Target location debug sphere rendering remains active for 60 seconds after impact to verify it worked correctly.
Enable powergrid settings on the recyclers in outpost for demo purposes S2P outpost/compound
Merge from main
Today
Fixed all server compile errors and warnings for RRP
Today
merge from main
Today
Disable detect collisions for falling satellite
Today
Menu priorities
Today
Inventory access always available. Mount hidden until powered.
Today
Tweak remains offset
Today
Disable free powerup in the editor by default
Today
Add notification when codegen Clean & Generate finishes running and reloading
Today
Rename inventory access menu
Today
SatelliteData.cs cleanup
Today
Merge from main
Today
Merge from PlayerRIgUpdate2
Today
More performance improvements to the player censor, only takes 0.02ms now., removed a GetComponentsInChildren
Today
Fix furniture spawn position list not being marked as serializable so the room prefabs lost their furniture spawn points on server restart
Today
Implement lockpick mechanic on rentable vending machines Lockpick can be used on a rented vending machine not owned by the using player, allows access to the vending machine inventory for ApartmentCommands.intruderauthseconds convar (300s by default)
Today
Move shop costs (InitialScrapFee, ProtectionFromTakeoverHours, ScrapPerHourRent) are now replicated, unchanged values
Today
Remove upkeep scaling based on the contents by adding convar for `rentscaling` - default to `0` (turned off)
Today
Swap EntityRefs to Syncvars, remove synced NetworkableIds
Today
Merge from containerioentity_sorting
Today
Merge from main
Today
Fixed non local players missing some animations for melee weapons Held Entities with animation sub systems will now receive any signals from the holding player (attack, throw, etc)
Today
Merge from PlayerRigUpdate2
Today
Updated Facepunch.Steamworks InventoryResult: added GetItems(string[]) overload to fetch specific steam item properties
Today
Fixed animation warnings on torch
Yesterday
Reset surface.SetAlphaMultiplier every frame start Adjust env_fog_controller blinding check Cleanup cache/workshop/ on dedicated servers Replace empty string with <NO MAP> in windows srcds console * Just so it doesn't look like its bugged Minor fixes for NPC multiplayer support Potential crash fixes Minor cleanups + extra filesystem checks Fixed some issues with HLfaceposer.exe * Fixed a crash, missing textures Build vtf2tga, splitskybox, captioncompiler, elementviewer * There were previously prebuilt only, now we built and ship our own versions * Delete glview.exe as it appears to be some legacy app for Hammer portal viewing?
Yesterday
Merge from m16a2
Yesterday
Fix NRE in AutoTurret
Yesterday
high_level_networking_improvements -> main
Yesterday
Mark a few more clan UI methods as UnityEvents
Yesterday
Include the player's inventory in their apartment rent calculations so they can't sleep or stand in their room and store items on themselves to avoid paying extra rent
Yesterday
Add monument type filters to SpawnFilter, add metal detector spawns to lake/canyons/oasis
Yesterday
merge from prototype -> apartment_complex_monument
Yesterday
Save++ Network++
Yesterday
Add EntityRef support to our RPC source generator
Yesterday
Lighting prefab
Yesterday
Merge from prop_assetscene_split
Yesterday
Split the props asset scene into two, one for commonly used prefabs and one for the rest Should help improve load times on most servers with modded maps by cutting down the number of prefabs that load
Yesterday
Merge from m16a2