160,692 Commits over 4,566 Days - 1.47cph!

16 Minutes Ago
merge from fix_packet_capture_rustrelay -> main
18 Minutes Ago
Fix packet capture writing packets sent to rust relay - intended to only capture player-facing traffic - can use convar `packet_capture_rust_relay` to enable capturing rust relay if you really want
21 Minutes Ago
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23 Minutes Ago
Fix edge links which have identical distances flipping based on what was placed first - make the tiebreak use the lower network ID so tests don't have to wonder about this small inconsistency
29 Minutes Ago
sprinkler_color_fix -> main
29 Minutes Ago
Fix radwater sprinklers spraying clear water for a moment when switched on Sprinkler now gets its container to adopt it before its On flag is networked, so the rad effect shows from the first frame
1 Hour Ago
Delete vpk_osx32 Linux build fixes * Don't build datamodel for 64bit dedicated servers (unused) * Fixed compile error on Linux64 introduced by recent StudioMDL changes * Fixed Linux64 client trying to build for 32bit and failing * Move Linux64 binaries into a subfolder to match x86-64 * Remove "64" suffix from Linux64 .so files * More of the client builds StudioMDL Linux build progress * StudioMDL builds, runs and can build models on Linux (64bit) * The only caveat is that I have to comment some unfixed/unported stuff for it to work properly (TODO) Fixed a crash with Vehicle:SetWheelFriction
1 Hour Ago
Use a sparse grid for CullWhenInside so foundations changing only queues nearby bushes into the work queue Add some pool analyzer attributes
1 Hour Ago
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1 Hour Ago
Updated icon meta for garage door, box and charm (broke during merge i suppose)
1 Hour Ago
Premium Warhead Box - Added WIP conditional meshes for adaptors
1 Hour Ago
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1 Hour Ago
Reset the flag when pooled, doesnt seem to cause issues but good practice
2 Hours Ago
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2 Hours Ago
merge from ugc_censor_option -> main
2 Hours Ago
fix compile error
2 Hours Ago
Set timeout for uploads of signs to 10s
3 Hours Ago
Merge from main
3 Hours Ago
Fixes from API changes - max amount of uploads queued to 1k - include server ip & port in JSON body instead of headers - update endpoint
3 Hours Ago
merge from batch_all_packets -> main
3 Hours Ago
merge from batch_all_packets -> main
3 Hours Ago
Match network to main (since it will be increased during staging wipe)
3 Hours Ago
Enable jakes dynamic_occlusion_pausing by default again Possibly fix the "door stuck half open after alt tabbing" issue that caused us to revert it last time
3 Hours Ago
merge from demoui2_fixes
3 Hours Ago
fix physical cam
4 Hours Ago
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4 Hours Ago
Fix after merge
4 Hours Ago
Fixed batch groups staying unbatched for good when their rebuild got cancelled by another change in the same cell
4 Hours Ago
Fixed LODs being worked out from the camera position before a respawn or CCTV switch (regression from 169523)
4 Hours Ago
merge from main -> ugc_censor_option
4 Hours Ago
update from main
4 Hours Ago
merge from main -> batch_all_packets
4 Hours Ago
Cut offset distance customisation.
4 Hours Ago
Add a saw model prefab. Bunch of fixes/improvements
4 Hours Ago
Tiny polishy fixes to lamphouse light damage stages
5 Hours Ago
Ensure rad water sprinklers turn on the right color initially
5 Hours Ago
exported wip 3p uzi animations
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
Floor rules
6 Hours Ago
Polish to damaged lighthouse lamp states, added in repeating LOD3 elements to individual LOD3s
6 Hours Ago
More track/glow fixes/improvements
6 Hours Ago
Fix LODComponentParticleSystem allocating a delegate on every show, hide and disable
6 Hours Ago
Timing improvements. Snappier action. Fixed some render order issues. Fixed some track issues.
6 Hours Ago
merge from scrap king building skin
6 Hours Ago
scrap king interior wall changed to rusty corrugated, updated the sitem description
Today
Added components to lighthouse scene to make it playable for testing. S2P on the prefab stuff.
Today
Added support for seagull group flying sounds and seagull disperse sounds
Today
Disable 78 baked LOD isDynamic flags from 44 prefabs that never move on their own, main ones include loot crates, diesel barrel, industrial crafter and conveyor lights They will still become dynamic when parented as usual, but now they can be static when not DisplayingBoxStorage now creates the visuals at their position before enabling them, and applies the box's dynamic state to them when spawned - allows making all of the 17 contents prefabs not dynamic by default
Today
Add a proper motion vector pass to the deploy guide