127,214 Commits over 4,171 Days - 1.27cph!

21 Minutes Ago
BBS prevent building tweaks. Setup prevent building for sails, stop them being spammed together.
23 Minutes Ago
First pass floating city variant 3 (walkways and flow still WIP)
34 Minutes Ago
Map markers spawning in the deep sea get their global network behaviour assigned to deep sea MapView minor cleanup
42 Minutes Ago
remove red keycard from silo monument s2p
45 Minutes Ago
Hatchet variations set up
1 Hour Ago
player update 3p mingun anims exported
1 Hour Ago
First pass of map marker for the entrance portal
1 Hour Ago
Prevent boat building stations from being placed overlapping.
1 Hour Ago
Mannequin parts
1 Hour 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
3 Hours Ago
Add component to floating city prefab and deep sea island prefab
3 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"
Today
merge from mesh-guide-shader-improvements (several fixes)
Today
merge from main
Today
remove most junk from elite crates
Today
fix construction guide flickering from rendering multiple LODs on top of each oither
Today
Update: Initial rewrite of the analytics core - Only implements NullUploader, I'll implement actual uploaders after tests are good - Added basic tests for it, but they don't validate anything - that'll be next. - Renamed existing AnalyticsTests.cs to Test.EventRecord.cs (+ internal rename) - those tests validate EventRecord serialization Goal is to use one implementation to cover needs of both Client and Server. Got the basics done, need to add telemetry to be able to test better, support EventRecord pooling and implement the existing uploaders. Tests: ran new unit tests
Today
Fix nothing rendering for real this time.
Today
fix some missing guides, render alpha cutouts
Today
Try a holistic approach to detect entities that can trigger a navmesh rebuild, remove component on foundation and barricade, fix navmesh not being rebuild sometimes after entity gets destroyed (collider still detected in same frame, or client collider picked up in editor), increase navmesh definition in and around player constructions
Today
Mannequin Setup