127,223 Commits over 4,171 Days - 1.27cph!

20 Minutes Ago
Include world layer in groundwatch
20 Minutes Ago
Update: add per-AnalyticsTable telemetry - using this telemetry to improve unit tests Next up need to add support for flush-on-shutdown Tests: ran unit tests
32 Minutes Ago
Portal marker works with any direction Higher res deep sea icon
44 Minutes Ago
merge from main
47 Minutes Ago
Fix potential issue where request to rebuild tiles are ignored if the tile is currently being rebuilt, as it'll then be desynced with the geometry, add more profile markers
59 Minutes Ago
Bone knife and variation updated
1 Hour Ago
Updated 50 Cal Models and Prefabs to include the ammo box Created 50 Cal Ammo Box Material Removed Dual 50 Cal Model and added Right Side 50 Cal Model as a replacement
1 Hour Ago
merge from volcano_stuff - was merged to release but not main
1 Hour Ago
Club animation updates
2 Hours Ago
BBS prevent building tweaks. Setup prevent building for sails, stop them being spammed together.
2 Hours Ago
First pass floating city variant 3 (walkways and flow still WIP)
2 Hours Ago
Map markers spawning in the deep sea get their global network behaviour assigned to deep sea MapView minor cleanup
2 Hours Ago
remove red keycard from silo monument s2p
3 Hours Ago
Hatchet variations set up
3 Hours Ago
player update 3p mingun anims exported
3 Hours Ago
First pass of map marker for the entrance portal
3 Hours Ago
Prevent boat building stations from being placed overlapping.
3 Hours Ago
Mannequin parts
4 Hours Ago
added ziplines and rope ladder to floating city 4 layout to provide easy and quick way down the casino reduced ziplines slack value, 4 was too high for most conditions
5 Hours Ago
Add component to floating city prefab and deep sea island prefab
5 Hours Ago
Switch from unparenting every entity spawned in the deep sea to using a EntityParentSettings component to ocnfigure detaching children after spawn & skipping running DisableInternalCollisions() - using separate component so we avoid reserializing every entity prefab for now
Drop context resolution 12 -> 8 Still gives us plenty of data but saves 4 rays
Swap AIDriverUpdateAction InvokeRepeating to InvokeRandomized so we dont flood the thread Run every 100ms rather than every frame
naval_update/gun_turret -> naval_update
Manifest Codegen
naval_update -> gun_turret
Apply changes to default prefab
Make turret entity invinsible Position changes
Rename internall turret seat Move aim position Manifest
Interpolate server states with IGenericLerpTarget, thanks Bill!
Today
Fix cannon rotation being independent of the boat when turning.
Today
Add a way for oneshots to disable the leg animator, blend the weights for it in/out.
Today
Fix wrong gibs on cannon
Swap yaw/pitch sync vars over to a single ServersideMountedWeaponSnapshot syncvar
Fix more rotation issues, offset the parent correctly
Point guns in the correct direction
Spawn 2 50cal guns for the dual version and point both slightly inwards to rotate towards the same forward Ensure you cant loot the front turret ammo (this will be used by NPCs for reloads)
Today
floating city4
Merge from monument_notification_sounds
Merge from main
Fix issues with oil rig sound notification prefab
Today
fix flexelement issues with screen resizing
Today
Add floating city to "Scenes/Monuments/" menu in editor
Today
merge from disable_island_parenting -> deep_sea
Today
Pushed a debug change by accident
Today
Portal spawns within valid bounds Vehicle whitelist cleanup
Today
don't update steering wheel sounds when out of range use TimeSince instead of incrementing a timer for steering wheel sound stop delay
Today
Added favourite colours controls for painting, with convar support to create up to 10 (default 3) - this was sorely needed with the addition of the colourpicker
Today
Unparent all the child entiites on the deep sea islands so they only network when up close - simplier and easier than dealing with inheriting network groups
Today
Consistent mat_monitorgamma convar flags Adjust formatting of VRAD usage info * Give more context to -SunSamplesAreaLight Fixed Menu Lua errors when creating presets * Due to recent changes to main menu internals Fixed crashes to do with a certain broken demo file Improve invalid model detection Make `gm_spawn` only work for .mdl files util.IsValidModel returns false if extension is not .mdl Better warning for "Unknown read error 38"