147,414 Commits over 4,444 Days - 1.38cph!

Today
Metas from main
Today
Converted debug pass line endings from CRLF to LF
Today
merge from attachment_charms
Today
Select attachment -> Select accessory
Today
Fixed all charms not rendering unless close to world origin (removed the culling components, unnecessary for viewmodel prefabs)
Today
Apply amount clamping in the vending machine purchase UI on value changed instead of end edit to match how it was before the ui refresh
Today
Fixed path warning when opening the charms picker
Today
Fixed charms picker background dismisser not closing the dialog
Today
Fix 4 pool leaks that got flagged
Today
Move the attribute to Facepunch.System so it can be used in more places Apply it to 42 more suitable methods across the project
Today
apartment wing prefab - all sentries placed
Today
Merge from main
Today
Merge from 2stage
Today
Added bloom clamp, diffusion, and dirt texture for the RRP bloom
Today
Fix null texture warning when switching between AO apply options
Today
monument blocker - vent -- adding collision for every stage
Today
merge from main
Today
Fix motionvectors in AO apply pass Fix temporal blending issues
Today
Fixed VM stats not working on rentable shops
Today
Various cleanup
Today
Cleanup
Today
Fixed not being able to buy things from rentable shops due to distance hecks
Today
Add signage.adminscanalwaysupdatesigns replicated convar, controls the previously hardcoded behaviour of admins always being able to modify signs regardless of locks, build status, etc (made testing permisisons harder) Fixed the sign attached to rentable shops being editable when the shop is closed Fixed the sign attached to rentable shops being editable after using the randomise shop owner convar
- Make CardReader, ElectricSwitch and ElectricGenerator powergrid entities to give them the option to only passthrough power if there is an online powergrid. Enables setting up puzzles which depend on the powergrid - Improve how powergrid IO access points were handling changes in available power - Don't add entities with "require powergrid" disabled to the list of powergrid entities to update
Today
Merge from PlayerRigUpdate2 (snowmobile/bike reaction layer refactor, no player facing changes)
Today
Delete PlayerModelReactionEnded state machine component
Today
Remove React layer from player animator, now handled entirely by sub systems Remove 3 associated parameters
Today
Merge from react_layer
Today
Fixed pelvis movement on low react weights
Today
Call BaseEntity.Query.Server.Remove() earlier inside DoServerDestroy so if it does throw an NRE later in OnServerDestroy it's still removed from the lookup grid
Today
Fix BaseEntity.Query not checking if the entity is null / destroyed (to prevent entities that fail to be destroyed from breaking queries)
Today
Merge from parent
Today
Merge from voice_delay_fix_attempt_2
Today
Flip around the position and data increment
Today
Merge from main
Today
Remove client.SetPlayerSeed convar (duplicate of client.playerseed command)
Today
Hammer DPI scaling improvements KeyValuesToTablePreserveOrder further tweak * Do not turn 0 to 1 key if there's only 1 key Fixed Hammer Entity KeyValue names drawing over the second column
Yesterday
Standalone lightbox mesh.
Yesterday
Lighting WIP
Yesterday
Fix DeepSeaManager using Destroy() when killing the deep sea after it's disabled instead of Kill() - probably not the cause but better to be safe
Yesterday
merge from attachment_charms
Yesterday
Fixed missing UnityEvent attribute on charm icons
Yesterday
Fix World.Spawn not checking if prefab is contained in the new serialized GameObjectRef[] array for spawning specific monuments Wasn't a problem testing maps in C+S in editor but could have been problem in future if regular procgen maps made use of this array
Yesterday
merge from water_splash_sound_fix
Yesterday
Restore movement sounds reference on the player model Fixes water impact splash sounds not playing
Yesterday
Add airfield and supermarket to procgen test map
Yesterday
merge from main -> apartment_complex_monument
Yesterday
Fix `immortalProtection` static field inside ProtectionProperties not being cached on the server (because it was only calling IsImmortal() on client in the item info panel - fixes server apartment entities not being set immortal
Yesterday
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Yesterday
Cobalt Statue - Minor texture fixes