128,980 Commits over 4,201 Days - 1.28cph!

2 Hours Ago
Merge from map_work
2 Hours Ago
Logs, compile fix
2 Hours Ago
Various fog fixes
3 Hours Ago
Fix terrain textures appearing incorrect when exiting map Don't show fog of war on rhib map Re-enable fog of war
3 Hours Ago
Disable map markers changing global group if they are in deep sea Reallow deep sea map from mainland Create new island map markers Add MapBlit tool to bake out the current map into a 8x8k image for external tools
4 Hours Ago
Deep sea now have a cooldown in between each wipe Entities created when killing scientists and players are now killed correctly Replaced deepsea.wipe command by deepsea.open and deepsea.close Added deepsea.printState for debugging
5 Hours Ago
Merge from island_scenes
5 Hours Ago
Fix leg animator not working on player boats, they use VehicleLarge as a layer which wasn't in the ground mask.
Today
Don't show deep sea map button if not in deep sea
Today
Fix compile error that didn't merge from main
Today
WIP deep sea map work Add a button to toggle between modes, disable fog of war for now
Today
merge from fix_rhib_teleport -> naval_update
Today
Add rhib and scientist RHIB to the vehicle whitelist
Today
Merge from main
Today
merge from fix_rhib_teleport -> navaL_update
Today
Improve "CanEntityTeleport" method - add "IsMounted" check because mounted != parented - check if any passengers are NPCs, if so block (extra safety against scientist RHIBs teleporting
Today
Fixed backpack unlock
Today
Merge from small_ramp
Today
Added vehicle blocker logic for small ramp (retract ramp if it hits a vehicle)
Today
Missed style file (rhyme time)
Today
Change Image material on buttons so they all appear white
Today
Merge from parent
Today
Partial revert for setrrccode convar admin bypasses, now only the commands bypass turret and drone auth checks
Today
merge from main -> naval_update
Small tweak to string lights / removed opacity from LOD2 and lowered its swap distance to 10m which helps reduce set pass by a lot
Today
Add gametip for too hot debris harvest attempts
Today
merge from fix_terrain_texturing_alloc -> main
Today
merge from upgrade_cctv_convars -> main
Today
remove whitespace, also forgotten from last commit message: - autoturrets and drones can now be edited by admins & developers, bypassing auth checks
Today
Upgrade CCTV convar commands - change CCTV setting convar to extend to all remote controllables that use an identifier - changed name of the convar from "setcctvcameracode" -> "setrccode" - addcctvcode and removecctv convars now accept multiple code arguments
Today
Fix TerrainTexutring NativeArray changes having the incorrect types - when using managed arrays it will automatically convert to Color - when using NativeArray your type needs to match the texture pixel format
Today
halloween wallpapers texture tweaks vol2
Today
halloween wallpapers texture tweaks
Today
merge from main -> fix_terrain_texture_alloc
Today
Update ent_pivot concommand description Rework the GM:PlayerCanHearPlayersVoice rework * Should fix ALL the issues, also made it force update everyone every 5 seconds when people are talking as well Bump system error buffer to 256 Use list.GetEntry in other places where it is possible to use it * This is a micro optimization, but also cleans up code a bit Skin support for util.GetModelMeshes + optimization Fixed an null pointer crash with sv_debug_player_use Micro optimizations for most Lua functions returning a sequential table Deduplicate AddConsoleCommand code (menu vs non menu) * Now it is consistently implemented for all realms
Casino big wheel room tweaks and fixes Removed collider from netting blocker
Today
merge from main -> naval_update
Today
merge from fix_tree_impostors -> naval_update
Today
Dynamically load all gestures from `GestureCollection.Instance.AllGestures` and use their sprite for the button. Halved the looping time of looping gestures to 2.5f seconds. All gestures are working but the sprites can be improved
Today
Add helper property for "Is the local player in the deep sea"
Today
Split impostor batches based on if their positions are inside the deep sea or not Only render deep sea batches when client is in the deep sea and vise versa for main island
Today
Fix compile error
Today
Remove the interaction timers from anchors to match the recent removal of timers from other items.
Today
Cherrypick 134447 (fix steam being accessed too soon in client analytics)
Today
Update: add extra TODO for UseOcclusionV2 Tests: none, trivial change
Today
merge from fix_steam_init_analytics -> naval_update
Today
Fix steam analytics occasionally throwing errors due to trying to get the steam ID for analytics before steam has been initialized in the editor
Today
Update: UseOcclusionV2 - propagate networkTime to OcclusionGetRecentlySeen Should be a smidge faster, but it's primarily to enable threading if we go that way. Also saves on profiler inhibiting the call (need to exclude it on the profiler side) Tests: none, trivial change
Today
Added translation strings for boat validation enum so we can show nicer toast error messages.
Today
Clean: restructure UseOcclusionV2 code to make profiling easier Tests: compiles in editor