139,383 Commits over 4,474 Days - 1.30cph!

11 Minutes Ago
Add 'demo.forcepowergridstage' convar to force a particular powergrid stage during demo playback Fix some issues with PowergridToggle component
29 Minutes Ago
merge from main
37 Minutes Ago
Merge from PlayerMaintainedMonuments/water_tank_spinner_audio
40 Minutes Ago
Finalized WTP conditional lighting & fx.
43 Minutes Ago
Fixed water tank sounds playing multiple times
55 Minutes Ago
merge from sculptures
57 Minutes Ago
Potted pool balls fall into the basket under the table and can be physically seen (resues the models used for normal game time)
57 Minutes Ago
juggled new tool icons a bit
59 Minutes Ago
merge from clipcurve
59 Minutes Ago
cleanup, also added a sculpture-up aligned placement for carving/additive modes when duck is held the shapes align with the pedestal
60 Minutes Ago
reset siege vehicles, train car, sub
1 Hour Ago
Added new sounds to the fuse boxes :electric_plug:
1 Hour Ago
WTP Conditional lighting WIP.
1 Hour Ago
Reset snowmobile, tugboat, horse, rowboat, bike
1 Hour Ago
Reset modular vehicles too
1 Hour Ago
Reset state on vehicles
1 Hour Ago
1 Hour Ago
Powered variant of the generator & related files
2 Hours Ago
Reset state on mountables and base/combat entities
2 Hours Ago
cancel invokes on pool, restore go active states. (could probably subtract this later)
2 Hours Ago
Added boundary validation to Facepunch.Math.Epoch.ToDateTime/FromDateTime Fixes an issue where setting wipetimer.wipeUnixTimestampOverride to an invalid value, causes all players to get kicked while server is spamming errors
2 Hours Ago
Add initial poolcouts to vehicles
3 Hours Ago
Audio code changes for water tank spinner and added new sounds :ocean:
3 Hours Ago
Merge from PMM
3 Hours Ago
Merge from PMM
3 Hours Ago
Merge from satellite_crash
3 Hours Ago
merge from PMM
3 Hours Ago
Codegen
3 Hours Ago
Satellite remains now check the satellite collider for salvage hits. Hide teh satellite model and collision when fully salvaged, keep the terrain. Runs on a flag so it remains correct across network vis. Add Model componet so bone ids get added.
3 Hours Ago
ClipCurve-like tool to drag a line and take a chunk out of the sculpture out with it
3 Hours Ago
Merge from lootpanel_nre_fix
3 Hours Ago
Revert change that stopped loot panels from reverting to the quick craft panel when closing them Causing a few issues across different loot panels
3 Hours Ago
Added audio support for the water treatment water tank
4 Hours Ago
wooden loot crate 1 lods and gibs
4 Hours Ago
merge from ocean_sim_waterlevel_trace_fix
4 Hours Ago
OceanSimulation traces take proper account of the sea level, was previously assumed 0
4 Hours Ago
pooltable - expanded long side of the pooltable nobuild bounds to 2m to prevent dismount wall clipping - updated guide mesh
4 Hours Ago
Merge: from benchmark_fixes - fixes all-bar-one NREs happening when running `benchmark` command Tests: ran benchmark in editor
4 Hours Ago
Update: clean up spawned players before unloading BaseRaidBenchmark scene Helps deal with breadcrumb logs for zombie players in the list, but there's still an NRE from Client.LateUpdate - not confident to much with it just yet. Tests: ran entire benchmark suite
4 Hours Ago
Ensure ladders do not appear on powerlines which have no IO box due to being in the no building zone of a monument Rotate the ladder visual so it does not clip with the cable that extends from the IO box
4 Hours Ago
Fixed `projectile_protection 0` skipping checks but also not applying damage. Now skips checks and still applies damage. This only ever affected community servers that wanted to disable antihack
4 Hours Ago
Timing changes on gas pumping fades
4 Hours Ago
Reduce the post-impact trail duration from 45 seconds to 10
5 Hours Ago
merge from sculptures
5 Hours Ago
clamped rotate option takes the larger rotation axis and clamps to that one, both on duck input
5 Hours Ago
Merge from main
5 Hours Ago
slab tool to cut out a full rectangular slab out of the sculpture
5 Hours Ago
Updating blockouts before branch switch