127,732 Commits over 4,201 Days - 1.27cph!

23 Minutes Ago
Make dynamicOccludees list public so it works with the command
24 Minutes Ago
Set industrial adapter to not be dynamic - still gets set to dynamic at all times since it's always spawned parented to an entity
24 Minutes Ago
Add `print_occlusion` command to print the amount of dynamic ocludees
3 Hours Ago
merge from fix_puzzle_reset_analytics_nre
3 Hours Ago
Fix NRE in puzzle reset analytics when SpawnGroup referenced is destroyed
Today
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Today
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Today
Fixed WireColorSettings.Get NRE
Today
merge from fix_console_chat_message -> main
Today
Catch error if supplying a console color that isn't a valid enum - try catch the entire console logging thread so an error won't break the console
Today
Add `console_print_color` command to confirm colored console messages work
Today
Fix colorOverride being overwritten by LogType
Today
Fix chat messages not being logged to console due to stacktrace being null when PrintColoured() is called
Yesterday
Scientist front turret now points the right way
Yesterday
Screen shake & volume stuff.
Yesterday
Cannon attack
Yesterday
Casino dressing progress Exterior dressing, neon signs, bar area, lighting pass
Yesterday
Removed Old 50 Cal Models and Prefabs Imported New 50 Cal Models to Include PT Boat Mounting Parts Setup New 50 Cal Prefabs and Colliders
Yesterday
merge from fix_painting_rotation_icons
Yesterday
merge from haircap_shadow_fix_again
Yesterday
merge from fix_steam_invite
Yesterday
merge from cargo_oilrig_path_fix2
Yesterday
merge from fix_buried_items_loading
Yesterday
PT Boat Throttle fix.
Yesterday
Mostly remove a per frame OverlapSphere when updating the camera to check if it's underwater
Yesterday
disable texture streaming on hair due to leaving "shadow"
Yesterday
updating the colliders for the diy hammock
Yesterday
PT Update to remove moving turret parts ready for 50cal.
Yesterday
merge from deep_sea
Yesterday
Tropical2 terrain set to the terrain layer
Yesterday
Added deep sea prevent building volume Changed SocketMod_TerrainCheck to look for deep sea island terrain when out of bounds
Yesterday
clean up discarded changes
Yesterday
merge from fix_non_harvestable_trees -> naval_update
Yesterday
Added IGModAudioChannel:GetTagsWMA/GetTagsMP4 (.m4a) * Also some kind of ID3v2 implementation, but not confident enough to make it available yet Added "Restore" input to func_breakable_surf entity
Yesterday
Fix HttpImage attempting to delete asset/builtin textures when the remote image fails to load
Yesterday
small engine mesh and textures update
Yesterday
pt_boat_gameplay_pass -> naval_update
2 Days Ago
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2 Days Ago
xmas floorpapers wip, some more minor tweaks
2 Days Ago
AI aim direction translation fixes Aim pivot fixes AI will only fire if its aim is within 5 degrees of the target
2 Days Ago
AI can now point the boat turrets at players (their current target) Remove items from PT boat turret operators AI support setup for PT turrets
2 Days Ago
bouncing planks setup
2 Days Ago
Fixed cargoship oil rig avoidance
2 Days Ago
Added basic blueprint fragment chance to military crate, large underwater crate, junkpile scientists, and roadside metal detecting
2 Days Ago
Update: if either logging or dry run is enabled, log uploader activity Previously it was editor only, and you had to enable dry-run specifically to get those logs. This makes it easier to work with. Tests: none, trivial change
2 Days Ago
Bugfix: in editor with SERVER+CLIENT send client records to client gameplay AnalyticsTable Not sure if it's technicall bug, but it did differ from original logic Tests: logged activity in the editor
2 Days Ago
SAP anim and audio updates
2 Days Ago
4k cannon textures
2 Days Ago
Optim: wind down AzureAnalyticsUploader when UseV2 is active Gets rid of async tasks that are generating allocs while waiting for work Tests: in editor activated v2, waited till upload happens, then disabled and waited for normal upload