134,342 Commits over 4,262 Days - 1.31cph!

Yesterday
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Yesterday
Reworked the now broken oil rig flame. Cheaper. Better. Hopefully pointing the wrong way like the old one.
4 Days Ago
merge from save280 - Staging wipe
5 Days Ago
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6 Days Ago
6 Days Ago
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6 Days Ago
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6 Days Ago
Merging main with build_cache_redirect branch
6 Days Ago
network++ save++ persistance++
8 Days Ago
metal box texture adjustments
9 Days Ago
some painting QoL - add convar for brush size greater than 100, - changed redundant "reset rotation" button to instead "flatten rotation"
9 Days Ago
metal box wip
9 Days Ago
- Fixed turret not starting with Vector3.up when offline - still needs a little tweak - Constantly face to correct target - If not being controlled turn off client idle tick
9 Days Ago
More fixes for potential BSP loading crashes Prevent infinite loops in MapIO * When running over 100 map inputs per frame, continue firing inputs in the next frame. No input events are discarded. A console message is printed if the limit is hit.
9 Days Ago
Tweaked detail panel label styling
9 Days Ago
Fixed run test from json ignoring test parameters
9 Days Ago
Make resetstate remove the player from the advent calendar history
9 Days Ago
Militar Holosight refresh - Mesh and textures
9 Days Ago
Stopped the event overriding the newer session ID and redefined the older key to as a server session ID.
9 Days Ago
Update: adding a TODO to enable minor logic caching Tests: none, trivial change
9 Days Ago
Merge: from main
9 Days Ago
Merge: from triggerparentdelayedexit_optim - Bugfix: added missing check in tickmode 1 - Bugfix: fixed TriggerParentDelayedExit cleanup logic disabling it's effects - New: paste_line command Tests: built a wonky ship with tickmode 1, jumped over it's gaps
9 Days Ago
Update: TriggerParentDelayedExit cleanup logic only runs when trigger is disabled We always ran cleanup when OnEmpty got invoked, even if decided to delay the exit, which disabled delay functionality Tests: built a wonky ship and jumped around gaps - parenting was in effect long enough
9 Days Ago
merge from adventcalendar_effect_fix
9 Days Ago
Fixed another plane in the same effect
9 Days Ago
Added gibs for scrap box
9 Days Ago
merge from adventcalendar_effect_fix
9 Days Ago
Fixed open_advent fx collision plane layer, clients were able to walk on it, causing flyhack kicks
9 Days Ago
Added detail panel, can select tests to read their description and result message
9 Days Ago
Bugfix: TickMode 1 - add missing overrideOtherTriggers check Tests: none, trivial change
9 Days Ago
Ensure a turned off turret won't try to predict movement on the clientside
9 Days Ago
Run rotate at 10hz rather than 20hz. Run send aim direction at 10hz rather than 20hz. Run look for targets at 5hz rather than 10hz.
9 Days Ago
Update: remove dead vars and cache == null check Tests: none, trivial change
9 Days Ago
fbx update salvaged hammer
9 Days Ago
Salvaged Hammer Refresh models and textures
9 Days Ago
Fix FreeImage format IDs
9 Days Ago
Apply changes to CopyBoneMatrix from x86-64 Fix FreeImage format IDs
9 Days Ago
Update: add paste_line <name> [count = 1] [offset = 1] - will spawn the clipboard in a line using player's facing with offset-sized spacing - also if pasting players, make sure they run their ForceTriggerUpdate - codegen Tests: spawned a 100 boats in a line
9 Days Ago
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9 Days Ago
Test key caching
9 Days Ago
Cache all the data instead of parsing everything in OnGUI Some cleanup
9 Days Ago
Rejigged exlosives box prefab (non-variant, split off matrix displays). Reran manifest.
9 Days Ago
Test runner window automatically loads the last results after a test suite has finished
9 Days Ago
Merge: from main
9 Days Ago
Can run tests from the window
10 Days Ago
Fixed negative scale warning on cannon gibs
10 Days Ago
Remade scrap box prefab so not prefab variant. Renamed prefab to remove "wooden". Added scrap box LODs. Adjusted metal/gloss levels on scrap box. Updated manifest and localisation.
10 Days Ago
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10 Days Ago
merge from indirect_instancing
10 Days Ago
Keep Indirect Instancing disabled by default (until rare wrong object bug is fixed)