138,802 Commits over 4,352 Days - 1.33cph!

6 Minutes Ago
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10 Minutes Ago
Merge from collectable_optim_pass
10 Minutes Ago
Fixed clear dying option not working when tapping E on a dead plant Had to add AllowOnUseToFindFirstAvailable toggle as by default tapping E can only ever use the option with the lowest order, even if we're showing a different option on the crosshair Proabbly makes sense for this to be the default behaviour but to limit scope for bugs just enable this on plants Add growableentity.killall convar
1 Hour Ago
Fix BaseProjectile::ServerUse being called with null/0 values in damageScale, speedModifier, origin, bullet thickness. Only affects staging. Affected things: - PT Boat Turrets - Flamethrowers - Autoturrets with Generic Fireables - Attack Helicopter Turret
1 Hour Ago
Add sleeping bag icon to the sleeping bag button prefab
1 Hour Ago
Show icon if the bag is inside the deep sea
1 Hour Ago
Make separator slightly smaller
2 Hours Ago
Add separator prefab to the death screen prefab
2 Hours Ago
Sort deep sea bags before main island bags when you are inside the deep sea (and vise versa) Position separator prefab inbetween the different locations of bags on respawn screen
2 Hours Ago
Separator prefab
2 Hours Ago
Codegen
2 Hours Ago
Allow server to indicate which bags are currently inside the deep sea
2 Hours Ago
Possible genetic growable crossbreeding fix
3 Hours Ago
Merge from main
3 Hours Ago
RidableHorseAnimation rewrite, big cleanup and some new features Added kill switch for every motion
3 Hours Ago
Fixed deep sea signal computer server colliders not being stripped on the client Adjusted the server colliders so that standing on the little bits on top shouldn't cause flyhack kicks
3 Hours Ago
env.nightlight_brightness defaults to 0.005 (was 0.022) Adjusting due to new darkness levels
4 Hours Ago
Safety checks for PartialMobileStaticGrid
4 Hours Ago
added "open access" check to component boxes, where if a box with a linked broken TC gets opened by a player, that player can now see the contents of the box forever. (lock checks still take priority though, so if you place a lock on the box you can re-hide the contents)
Today
start of set dressing in kiosk F
Today
merge from main
Today
tweaked normals on large wooden box to be same as workshop to fix error implemented some time last year
Today
set conditional models of storage boxes mesh cull to 20 from 50
Today
apartment lights update
Today
Update: expand isspeeding test coverage by generating index permutations Revealed a bunch of false-positive access violations, fixed by sprinkling NativeDisableParallelForRestriction (hate it) Tests: ran unit tests
Today
fix rotation tool transparency
Today
Implement corrected limit checking for mesh.Begin w/ static meshes I.e. when giving mesh.Begin a mesh object, the limit becomes 65535 instead of 32768 Added second arg to IMesh:DrawSkinned - mult by model matrix Try to prevent crashes with weird .phy files
Fix profiler samples in Find and TryGetEntity
Today
Update: add a couple more test positions for unit tests Tests: tests pass
Today
Merge from main
Merge from main
- Fix paintball impact effects not always behaving with turrets - "Impotent" projectiles created just for effects for non instigating clients now know about their source weapon - Cleanup EntityRealm::TryGetEntity - Fix paintball impacts instigated by the local player not ignoring max spawn distance
Today
merge from painting_line_tool_winner
Today
Removed undesired line tool method, preview line is the winner! - removed sounds - HUD tip remains whenever holding shift, not just when actively drawing line
Today
merge from boxes_performance_pass
Today
Removed camera leaning towards horse head when galloping
Today
Added horse locomotion playable component, handles the locomotion animation playing and blending only
Today
boxes performance feedback
Today
Update: move normal calculation logic to HeightMapQueryStructure - Give couple methods a rename Tests: ran unit tests
Today
Bugfix: basic arespeeding unit tests now pass - use the right interpolators for IsSpeeding - add overloads to TerrainHeightMap.GetNormalsIndirect and antihack specific jobs to accept deferred arrays - make IsSpeeding work on CachedState Tests: ran unit tests
Today
setting up salvaged axe refresh prefabs
Today
Rentable Shop Kiosk F - first pass materials WIP
Today
Construction NRE fix
Today
merge from parent boxes_dlc
Today
Idle to walk and walk to idle imports
Today
exported horse walk to idle and idle to walk anims
Today
exported refreshed salvaged axe rig/anims
Today
Update: add basic consistency unit tests for AntiHack.IsSpeeding and AreSpeeding Currently fail, as I forgot to adjust the IsSpeeding logic after state cache changes. Tests: ran unit tests
Today
rebase on main
Today
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