142,762 Commits over 4,383 Days - 1.36cph!

Today
merge from main
Today
Add null check to fix a NPCShopKeeper.Greeting NRE
Today
closing holes in some apartment complex exterior meshes some extra polish on the set dressing damaged wing of the building toned down vertex color and alpha on glass
Today
Added a test prefab for the LOD Baker tool
Today
update manifest
Today
added defensive upgrade icon
Today
Add generic info panel to inventory, add mortar's range info using the generic panel.
Today
defensive upgrade textures
Today
post-merge compile fix
Today
merge from custom_item_fixes
Today
Dropped item combining now runs the same checks as CanStack Fixes it combining different custom item names & icons and c4 frequencies
Today
merge from main
Today
merge from dragbyangle_rebalance2
Today
Merge: from stableobjectarray_remove_dirty - Optim: maintain synchronized order of dependent data as we remove from StableObjectCache Tests: unit tests and a couple 2p sessions on Craggy with disconnects, shooting
Today
Update: codegen Tests: none
Today
Bugfix: fix invalid index assigned to a projectile on projectile removal from cache Copy paste mistake, happy we got unit tests Tests: ran ProjectileTests.TestConsistency - it passes
Updated eyelash textures Added eyelashes to femaleaverage model Added femaleaverage to skin set
Today
more aggressive drag-by-angle tuning, low floor and higher ceiling - moved params to convars to make tuning easier in tests
Today
Merge: from main
Today
Clean: consolidate player-related state cache growth to AddToPlayerCache Tests: compiles
Today
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Today
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Today
Clean: make the code clearer around maintianing packed order Using better names for vars, easier to understand ifs and a safety assert Tests: compiles
Today
Harbor_2 altered the path of cargoship to allow for a wider corner on exit Harbor_2 s2p
Today
Merge from workbench_upgrades
Today
Merge from main
Yesterday
actually tick the save
Yesterday
Disable colliders on comfort/accelerated visuals. Add test save with all benches maxed out.
Yesterday
updated icons and updated manifest - still waiting for textured versions of prototype and defence before finalising their icons too
Yesterday
merge from main
Yesterday
Add support for upto 10 upgrade icons in the vital panel at once. Now expands to two icon rows if needed.
Yesterday
Update(tests): add TestMovePlayer - bugfix for missing to copy an extra tick/reset point in TickInterpolatorCache.MovePlayer - added more docs to StableObjectArray Tests: ran new unit test
Yesterday
Fix suggestions holder overriding the selling item everytime for no reason
Yesterday
Fixed some input box text areas from sometimes being offset to the right whilst typing in them
Yesterday
Use hud input instead
Yesterday
Prevent clicking in a vending entry input field from using a hotbar weapon
Yesterday
merge from lightfixture_refresh_recovery
Yesterday
merge from custom_item_fixes
Yesterday
created and added gibs for protoype and defensive upgrades - updated visual prefabs
Yesterday
Fix custom item icons / names not getting preserved when splitting a stack of items Prevent items with different custom icons / names from stacking together Fix regular icon being used instead of custom when dragging item from the splitter UI
Yesterday
Merge from main
Yesterday
Optim: replace BasePlayer.SparsePlayers with PlayerCache.Objects now that indices always match packed order Tests: 2p on Craggy with disconnects of 2nd player
Yesterday
New trims for apartment room interiors. Set up materials for penthouse apartment. Initial first pass of material application for penthouse apartment. Very WIP.
Yesterday
io table too
Yesterday
added gibs for accelerated and range upgrades added collision for accelerated, range, defensive and prototype
Yesterday
Updating skinning for shorts
Yesterday
Set workbench slots to 10 for now until we decide fore sure - easier testing/visuals
Yesterday
Setup remaining item->visual links
Yesterday
Updating tank top skinning
Yesterday
Updating skinning for male underwear