125,565 Commits over 4,171 Days - 1.25cph!

3 Years Ago
Disabled xmas tree craft Disabled Icewall craft Disabled Advent craft Revert Burlap sack Reverted Airdrop event
3 Years Ago
Disabled Xmas event Disabled Xmas dungeons
3 Years Ago
Network++ Save++
3 Years Ago
Fixed stretched UVs on the road sign overhead gantry
3 Years Ago
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3 Years Ago
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3 Years Ago
Replaced road sign overhead gantry FBX with the prefab in the ferry terminal scene
3 Years Ago
Added Road Sign Overhead Gantry
3 Years Ago
Elevator door prefab and mesh Set elevator textures to crunch compression
3 Years Ago
Fixed TimeSince ToString not returning the correct value
3 Years Ago
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3 Years Ago
Whoops, compile fix
3 Years Ago
Attempt #3 to fix building plan lag by storing type in field rather than using GetType()
3 Years Ago
Attempt to fix building plan lag by keeping all equality checks in C# land
3 Years Ago
BuildingProximity.GetProximity: additional checks added in early December now only run on the server (fix attempt for FPS drop when using building planner)
3 Years Ago
Fixed xmas dungeons not disabling their environment volume trigger when entering the pool on the client
3 Years Ago
merge from dungeon_despawn_fix
3 Years Ago
fixed airdrop timer
3 Years Ago
ClearAllEntitiesInRadius uses Vis.Entities
3 Years Ago
AnyPlayersInside uses BaseNetworkable.HasCloseConnections
3 Years Ago
merge from dungeon_despawn_fix
3 Years Ago
ClearAllEntitiesInRadius checks IsValid ClearAllEntitiesInRadius doesn't set blockBagDrop on entities that are already destroyed Q: Is there a reason this cannot use Vis.Entities?
3 Years Ago
merge from dungeon_despawn_fix
3 Years Ago
Fixed airdrop not working
3 Years Ago
Optimization: Vector3.Distance -> sqrMagnitude
3 Years Ago
Fixed edge case where ClearAllEntitiesInRadius would not return entity list to pool
3 Years Ago
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3 Years Ago
Split client & server metrics + compile fixes
3 Years Ago
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3 Years Ago
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3 Years Ago
Disable inheriting network groups on the elevator lift entity
3 Years Ago
Re-enable underground layers for network groups
3 Years Ago
Merge from industrial
3 Years Ago
Fixed combiner showing incorrect IO information in inventory
3 Years Ago
merge from xmas_2022
3 Years Ago
Cherry-pick windmill collider fix
3 Years Ago
Fixed windmills having two copies of their collider, one on the wrong layer
3 Years Ago
slower radiation gradient for gingerbread tunnels default tunnel lifetime doubled
3 Years Ago
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3 Years Ago
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3 Years Ago
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3 Years Ago
Merge from main
3 Years Ago
show condition in ui
3 Years Ago
Merge from industrial
3 Years Ago
Merge from main
3 Years Ago
Added more graphics settings
3 Years Ago
Include every graphics setting
3 Years Ago
Potential water catcher changes to improve server performance on long water catcher chains: When a water catcher is going to generate water, check to see if we can find the eventual destination of that water and instead deposit the water there instead. This involves skipping the in-between catchers in a chain to prevent each catcher getting turned on as it receives water and then getting turned off as it passes the water on. This eliminates a lot of IO overhead as each activation/deactivation involves a nework update for the entity