130,519 Commits over 4,232 Days - 1.29cph!

11 Days Ago
Added a new option to CullingVolume - AllowOnEntities Since floating cities are being parented to an entity they were ignoring all of the attached renderers as they are all techincally parented to an entity (it's just above the culling voluome in the hierarchy) This is off by default as if it was used on an actual entity it could have some unintended side effects Enabled on all of the floating city volumes, S2P all cities
11 Days Ago
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11 Days Ago
Fixed Deployable boom box readonly ListHashSet not getting included in ResetStaticFields
11 Days Ago
Merge from parent
11 Days Ago
Merge from hackweek_boxsorting
11 Days Ago
Added server.allowSorting convar as a safeguard (defaults to true)
11 Days Ago
Merge from hackweek_boxsorting
11 Days Ago
Fixed storage adaptor input slot not showing handles
11 Days Ago
Only allow sorting while powered Remove automatic mode Apply translations
11 Days Ago
Merge from main
11 Days Ago
Merge from water_jump_height_change
11 Days Ago
Increase jump up height when exiting water onto a ledge (13 -> 18)
11 Days Ago
Merge from rpg_skin
11 Days Ago
Fix ammo vis not initialising properly in some cases
11 Days Ago
Merge from main
11 Days Ago
Merge from food_qol
11 Days Ago
Allow food to be stacked regardless of spoil time in the cooking workbench, will use the lowest spoil time so use with caution (food safety is no joke)
11 Days Ago
merge from qol_backpack_gather -> main
11 Days Ago
Fully fix give notices not taking backpack items into account - was scheduling a second update 0.1s after that didn't use the backpack code in previous commit
11 Days Ago
Food will now no longer spoil if it is in the arctic biome
11 Days Ago
Try to fix it not including the backpack items in total item count pickup notice, but it's being weird in editor
11 Days Ago
Items collected when "gathering" will go to backpack automatically when main inventory is full - trees, nodes, corpses - collectables (hemp, stone on ground) - growable plants - doesn't apply when looting, only when gathering items from world
11 Days Ago
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11 Days Ago
Fix compile error
11 Days Ago
merge from multiline_console
11 Days Ago
Fix unintended new lines after auto completing commands.
11 Days Ago
Setup floor.frame.triangle prefabs, sockets, added to boat planner.
11 Days Ago
Merge: from analytics_v2_expose_telem - Can view AnalyticsV2 stats via analytics.stats, analytics.tablestats and analytics.uploaderstats Tests: used above to check stats in editor
11 Days Ago
Buildfix: missing return path in NetworkReadEx Tests: ran "Test Compile Errors"
11 Days Ago
Setup floor.wood prefabs, sockets, added to boat planner.
11 Days Ago
Merge: from main Needs codegen
11 Days Ago
Update: AnalyticsV2 - Azure uploader will update uploading client if endpoint settings change Tests: changed settings and checked with debugger
11 Days Ago
Fixed networking of ammo types for weapons Bump steam.inf Remove lua_matproxy_nobindmat Matproxies no longer push thousands of material objects to Lua Removed dummy user messages for removed haptics stuff Change ScreenFade network to just use floats Get rid of CHudMenu & its usermsg Remove dummy vote HUD user messages Remove Lua hacks that depend on up to date clients Changes around sv_visiblemaxplayers * It is now networked to clients and used for the loading screen data (in place of maxplayers), also appears in server_spawn event (on client?) * Add convar limits to sv_visiblemaxplayers (-1 to 128) * Removed unused globals set by `loading.lua` * Removed server data printed to console from loading screen (most of that data is duplicated by console print from server anyway) * Updated the aforementioned console print from server to include more data * Updated the color of the aforementioned console print (SVC_Print) to be unique Nuking SVC_Menu Improve networking precision of world clicker * This fixes VERY jumpy tool ghosts in singleplayer when using context menu aiming, especially close to crosshair.
11 Days Ago
Turn some DevMsg to DevWarnings * has an invalid spotlight * Warning, funcladder with block * --- Host_NewGame --- Properly prevent damage-inducing view punch from falldamage * It is applied from server only, so causes prediction errors. Falldamage viewpunch is already applied in the game movement code anyway.
11 Days Ago
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11 Days Ago
Manifest update
11 Days Ago
Compile fix
11 Days Ago
Clean: replace ClientVar + ServerVar with ConsoleVar Generates less commands, avoids duplication in console autocomplete Tests: ran stats command - it worked
11 Days Ago
Update: AnalyticsV2 - allow resetting stat tracking Tests: logged stats before and after reset
11 Days Ago
merge from Halloween_25_Update/PH
11 Days Ago
Update: AnalyticsV2 - expose stats via convars Available via analytics.stats, analytics.tablestats and analytics.uploaderstats Tests: enabled v2 analytics and ran above commands
11 Days Ago
Disabled some props from the GhostShip that will be in the lighting prefab instead. Transmission on the blue plastic fish crates. New signal light materials for red/green/white Working scene progress.
11 Days Ago
Card table world canvas culling based on distance
11 Days Ago
disable potato terrain rendering (shader level 1), level 2 new minimum terrain quality
11 Days Ago
Run anims on place/block change
11 Days Ago
Fix compile error
11 Days Ago
Final gen
11 Days Ago
rpc_improvements -> main