138,436 Commits over 4,324 Days - 1.33cph!

4 Minutes Ago
merge from painting_line_tool -> main
9 Minutes Ago
Remove kicked toast debug log
17 Minutes Ago
Fix crash with paddling pool unloading.
25 Minutes Ago
missing reference
29 Minutes Ago
BoatBuildingBlocks can now always be rotated (in edit mode) - removed the timer to match new demolish behaviour. Gated behind new convar BoatBuildingBlock.AlwaysRotatable (defaults to true)
32 Minutes Ago
cargo_crate_layering_fix -> main
36 Minutes Ago
Ensure cargo map marker is always placed below the crates. Fixes times where the crates were hidden under cargo
43 Minutes Ago
Potential fix for scientists rendering while sleeping, then being shot without reacting, and dying only if the player gets close again
47 Minutes Ago
Forgot to save, material fixes
48 Minutes Ago
Added collision back to shop E. Small material changes.
1 Hour Ago
added HUD element for line tool, new convar for configuring direction lock distance threshold
1 Hour Ago
First pass of materials on rentable shop E (still WIP)
1 Hour Ago
merge from naval_update/io_boats/privilege
1 Hour Ago
Ensure crate_ammunition and crate_fuel block player item input the same as the rest of the labs crates
1 Hour Ago
labs_crate_player_input -> main
1 Hour Ago
Slight changes in GetPrivilege to support tugboats
1 Hour Ago
Flame turrets deployable on boats
1 Hour Ago
boat_hand_animation_fix -> main
1 Hour Ago
Fixed steering wheel and throttle issues on the PT Boat
2 Hours Ago
Fix scientists bypassing a big part of player armor, eg hazmat only blocking 5% of scientist damage, and fullmetal only blocking 25%. Most clothing will now block damage as you'd expect (eg hazmat blocks 30% and fullmetal around 50%).
2 Hours Ago
Shotgun trap deployable on boats
2 Hours Ago
DecayEntity::GetNearbyBuildingBlock can now get boat building blocks
2 Hours Ago
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2 Hours Ago
Added missing server collider to DS Signal Computer.
3 Hours Ago
Fixed tropical1 bush billboard oddities.
3 Hours Ago
merge from ddraw_sceneview
3 Hours Ago
made ddraw work in the scene view as well, handles Text and ScreenText as well
3 Hours Ago
Merge: from fix_sortdeferred_race - Bugfix for sorting of hits potentially running in a race with previously scheduled jobs Tests: unit tests
3 Hours Ago
merge from dragbyangle_improvements
3 Hours Ago
Optim: merge count and sort jobs into one Tests: unit tests
3 Hours Ago
improved consistency on dag-by-angle calculations on player boats - changed from batched raycasts to batched spherecasts - actually check if the hull the cast hit is from the boat we care about - casts are made from the center of the hull bounds, avoid edge case where this was skimming the top of the boat
3 Hours Ago
Add previewed line tool method, behind convar
3 Hours Ago
clothing box - texture pass and material updated
3 Hours Ago
Added decayentity.debuggetprivilege, helps to see when we used the slow Vis rather than using cached priv
3 Hours Ago
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3 Hours Ago
Bugfix: GamePhysics.SortDeferred - respect dependsOn handle param Tests: ran unit tests - all pass
4 Hours Ago
shipping container texture repack projected decals and decal materials
4 Hours Ago
Paint line tool, directionlock method
4 Hours Ago
Boat building stations now cache the steering wheel in the buildable area This avoids the slow Vis when building on boats and when HBHF sensors check privilege of detected players on edit mode boats
4 Hours Ago
Add missing SetApplicationId call for Discord integration
4 Hours Ago
stripping shipping container models from the decal submeshes converted all prefabs to meshLOD
4 Hours Ago
Minor HBHF refacto, don't bother polling privilege if the players in the trigger aren't elligible (dead or sleeping) All tests passed
5 Hours Ago
Added IPrivilege, implemented by BuildingPrivlidge and SimplePrivilege (vehicles, shelters) Added GetPrivilege in DecayEntity, gives a building/vehicle agnostic privilege getter HBHF sensors now use that, so they can work on boats
5 Hours Ago
merge from main
5 Hours Ago
storage boxes prefab adjustments, disabled LOD3 shadows, cleaned up unused overrides
5 Hours Ago
Merge: from spectate_stay_after_dc - Update: when spectating a player that disconnects, the client starts orbiting their last position. Third-Person is the only valid camera mode in that situation Tests: spectated a player that disconnected - was able to look around.
5 Hours Ago
Fix throttle hand interactions on RHIB These were working originally but after as many small changes they ended up being forgotten
5 Hours Ago
Merge: from main
5 Hours Ago
Update: client now hovers last spectated player's position in third-person mode when spectated player disconnects/gets nuked Tests: spectated player that disconnected - started orbiting. spectated as only player on server - orbiting original position (as before)