138,724 Commits over 4,324 Days - 1.34cph!

10 Days Ago
Cannonball reload uses l_prop instead of l_hand, readjusted cannonball position to match
10 Days Ago
deepsea.enabled convar default to true (needs to be specified now that its a ReplicatedVar)
10 Days Ago
Fixed import on G note tuba play anim (needs at least 1 frame)
11 Days Ago
Merge from modular_boats_rw
11 Days Ago
Merge from hackweek_boxsorting
11 Days Ago
Merge from fix_grenade_split_world_skin
11 Days Ago
Merge from coconut_collider_fix
11 Days Ago
Merge from collectable_optim_pass
11 Days Ago
Remove server colliders on all plantable berries, corn, potato, wheat, orchid, rose and sunflower
11 Days Ago
Don't strip out animation clips that are being used for root motion on AI (we probably can strip these but it's easier to just include for now)
11 Days Ago
Remade water barrel collider with primitives, it had a non-convex mesh collider
11 Days Ago
Moved all the RegisterSplashable calls from ServerInit to OnDeployed and PostServerLoad so they're correctly flagged as mobile by the grid (parent wasn't set yet in ServerInit)
11 Days Ago
Remove collider on server from hemp.entity Update GrowAll command to work via Query instead of Vis
11 Days Ago
Reduced minecart planter colliders count from 16 to 4
11 Days Ago
All IO water items deployable on boats
11 Days Ago
Merge from main
11 Days Ago
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11 Days Ago
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11 Days Ago
Merge from fix_roof_debris
11 Days Ago
Fixed ceiling fluorescent light invisible cables and meleehack invalids
11 Days Ago
Merge from growable_menu_changes
11 Days Ago
Merge from print_speed
11 Days Ago
Merge from fix_backpack_priority_attire
11 Days Ago
Merge from kapok_branch_col_optim
11 Days Ago
Fix missing return value on Matrix()
11 Days Ago
merge from naval_update/io_boats
11 Days Ago
Compile fix
11 Days Ago
Use GetRootParentEntity instead of the new GetRootParent method
11 Days Ago
- Optimise WorldPositionGenerator, this was the most expensive job in the new work queue and is now showing as at least 30x faster at in testing - Optimise MissionPoint type position generator so it no longer always iterates through all mission points on the server - Now check when we last revalidated each mission before adding it to a run of the work queue rather than just checking time between runs of the work queue itself - Move work queue run cooldown to a servervar 'missionValidStateWorkQueueCooldown', and added 'missionPerValidStateCooldown' to configure cooldown between revalidating individual missions - Add servervars 'resetmissions' and 'resetmissions_alll' to reset missions progress for a target player or all players on a server. Useful if saved missions progress is borked without having to reset entire player state - Player now requests a mission valid states update when they join a server, so map markers will be ready for when they first open their map
11 Days Ago
Minor adjustment to branch collider
11 Days Ago
Merge from main
11 Days Ago
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11 Days Ago
Can't connect IO entities not sharing the same root parent
11 Days Ago
More IO prefabs deployable on boats
11 Days Ago
Fixed some broken rock formations in NMS (scene only)
11 Days Ago
Merge from windturbine_deploy_sfx
11 Days Ago
Merge from improved_embrasures_colliders
11 Days Ago
ioentity.allow_on_boat now blocks placement of all io entities on boats (just a temp killswitch)
11 Days Ago
Merge from ambient_light_lod_fix
11 Days Ago
Merge from 20mindayextension
11 Days Ago
Merge from main
11 Days Ago
Merge from hackweek_meshlod_qol
11 Days Ago
GetAuthoredShadowCastingMode on MeshLOD now respects the new disable shadows setting Disabled shadows on all LODS after 0 on the static phone both for testing
11 Days Ago
Merge from main
11 Days Ago
Wire snapping works on moving boats
11 Days Ago
Remove 12char cap on net_showudp names Added ActivityWeight/ActivityID to util.GetModelInfo sequences Remove auto generated server flags * It's been long enough for people to adjust to setting sv_location Fixed some potential crashes Potential optimizations for Matrix() * Should be a bit faster, especially when not using table as first arguments Potential optimization for Angle() (same as Vector at some point before) Clamp BodyMoveXY playback rate to networking limits Merge PR: Ability for Sandbox NPCs to randomize their model
11 Days Ago
Test list
11 Days Ago
Fixed electric furnace deploy volume not including Vehicle_Large
11 Days Ago
Remade large battery collider with primitives, it had a non-convex mesh collider
11 Days Ago
Fixed a bunch of wire tool local/world position issue IO lines toggle their dynamic LOD when created if parented to a boat IO lines plug effects are played locally