127,773 Commits over 4,201 Days - 1.27cph!

1 Hour Ago
Switch more stuff to using cached parts
1 Hour Ago
Merge from parent
1 Hour Ago
Re-add hull flag, set on hull blocks.
1 Hour Ago
1 Hour Ago
Added CachedBoatParts<T> Cache lists of blocks, anchors, sails for now.
3 Hours Ago
Merge from main
4 Hours Ago
Casino barge decks
4 Hours Ago
added an elevator shaft to the casino roof in FC4
4 Hours Ago
standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments
4 Hours Ago
raised security tower cover
4 Hours Ago
level submit
4 Hours Ago
Codegen
4 Hours Ago
removed Deferred Mesh Decal script from mesh object parent
4 Hours Ago
removed double LODing method on prefab causing errors
5 Hours Ago
supply signs lods, collision
5 Hours Ago
Casino LOD/COL/Prefab progress
6 Hours Ago
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6 Hours Ago
HLOD and s2p for floating city 3
6 Hours Ago
Merge from main
6 Hours Ago
Compile fix
Today
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Today
merge from contactsmenu_fix
Today
merge from menu_workshop_fix
Today
merge from steaminventory_warmup_fix
Today
merge from store_nre_fix
Today
merge from premium_text_fix
Today
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Today
merge from wirecolor_nre_fix
Today
Clean: leaving a TODO note for one I return to this
Today
Fix not being able to place barricades on icebergs, icesheets, shore ice when close to a monument
Today
Clamp displacement radius, fix seemingly bugged alpha blend mode, bring back displacement decay using DstColor multiply
Today
made queue barriers R/W for batching
Today
tweaks to fluorescent lights type e prefabs drawing distances, added a culling distance as they drew forever
Today
New chainlink monument door (npc only and player compatible) Add placeholder conversation for farm access, charges scrap for now (temp) When a door is opened by an NPC in a conversation it will then be closed after 5s
Today
Fixed prevent building volumes on static minecart and railroad planter Removed sockets from new static seating entities
Today
Fix DeferredDecal component not being stripped from server entities
Today
Refactor copypaste into multiple methods to try and figure out why certain foundations and walls are missing from pastes - unsure if it's a problem with copying or pasting so starting with pasting - move RemoveOpthanedChildren() above when we start to spawn entities - try to spawn entities in multiple passes to ensure parents are all spawned before children - add more logging
Today
Switch certain dynamic occlusion entities to static occludees when we know they can't move - convar `dynamic_occlusion_pausing` (0 = off, 1 = codelocks + industrial adapters on boxes, 2 = codelocks on doors) - currently (and by default) every entity is considered dynamic if parented - now certain entities can indicate if they are static (like boxes) - converts codelocks to dynamic while the door is opening, converts back to static once finished - will check all parents so a box parented to a tugboat will still be considered dynamic since it will find the tugboat as root parent - reduces dynamic ocludee count by 80% (417->74) on a sample base (converts nearly all codelocks and industrial adapters) - refresh entity dynamic status when running `refresh_renderers`
Today
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Today
Make dynamicOccludees list public so it works with the command
Today
Set industrial adapter to not be dynamic - still gets set to dynamic at all times since it's always spawned parented to an entity
Today
Add `print_occlusion` command to print the amount of dynamic ocludees
Today
merge from fix_puzzle_reset_analytics_nre
Today
Fix NRE in puzzle reset analytics when SpawnGroup referenced is destroyed
Yesterday
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Yesterday
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Yesterday
Fixed WireColorSettings.Get NRE
Yesterday
merge from fix_console_chat_message -> main