129,381 Commits over 4,201 Days - 1.28cph!

56 Days Ago
Chandelier not deployable on deployed layer Some tweaks to fluorescent light deploy volumes
56 Days Ago
additonally wall cabinet socket check to prevent placement/blocker windows
56 Days Ago
wall cabinet not in water check
56 Days Ago
wall cabinet: stricter placement Ground watch update - missing vehicle large No longer researchable
56 Days Ago
rhib crane wip textures
56 Days Ago
Updated leather beanbag chair pickup, no longer fabric
56 Days Ago
beanbag crafting pass beanbag volume updates
56 Days Ago
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56 Days Ago
mannequin: low health Slightly more agressive placement checks crafting pass desc update No longer researchable
56 Days Ago
merge from main
56 Days Ago
Merge from parent
56 Days Ago
More/Backup
56 Days Ago
update deep_sea/portals
56 Days Ago
merge from naval_update -> deep_sea
56 Days Ago
merge from main -> naval_update - stomped mannequin material changes on naval_update branch
56 Days Ago
Fix portal teleport logic and add debugging of portal teleport attempts to ensure it's trying the right locations
56 Days Ago
Backup
56 Days Ago
merge from ui_mipmap_fixes
56 Days Ago
Tagged more item icons to use the UI mipmap group
56 Days Ago
Null check just in case
56 Days Ago
Fixed mannequin losing its skins
56 Days Ago
Bolty, HMLMG, L96, M249 and Minigun can be heard from 600 meters away
56 Days Ago
LR and AK can be heard from 500 meters away
56 Days Ago
Try to find a free spawn location when entering the portal - keep trying spots alongside the portal until a free one is found
56 Days Ago
Fix map not working when deep sea islands are spawned because the tutorial island map marker covers the entire map with a layer of water
56 Days Ago
Shrunk the Prevent Building volume on the attack heli, should stop deployables being blocked through nearby walls
56 Days Ago
Added LODs and COL for farm barge kiosk
56 Days Ago
Shrunk the Prevent Building volume on the attack heli, stops deployables being blocked through nearby walls
56 Days Ago
Fixed server crashes to do with Gonarch NPC Fixed StudioMDL crashes due to $maxverts Restore default FindUseEntity behavior Fixed CBaseFileSystem::ReadLine not working for workshop files Minor VPK support changes from CS:GO Fixed addon dependencies not showing due to regressive Pull Request Change ents.CreateClientRope slack param to work better Make ents.CreateClientRope despawn if any of its entities are removed
56 Days Ago
merge from decor_lighting_dlc
56 Days Ago
uncheck chicken costume blocked from mannequin, add rpc call limit for changing pose
56 Days Ago
merge compile error fixes to naval update
56 Days Ago
Floating city medical bay progress Merged rope bridge Lowered SSS on tarps
56 Days Ago
Fix server restart warning NRE
56 Days Ago
merge from deep_sea/portals -> deep_sea
56 Days Ago
Rename IsInDeepSea(Vector3) -> IsInsideDeepSea(Vector3) to match the entity overload naming
56 Days Ago
Fix attack heli flares and blackjack screens incorrectly using instantiate instead of GameManager CreatePrefab
56 Days Ago
S2P Trainyard, Harbor 1&2, Military Tunnel, Launch Site, Excavator, Power Plant
56 Days Ago
Fix not being able to place barricades on train tracks when near/in a monument
56 Days Ago
Force mannequin to always use male body type
56 Days Ago
Move portal teleport code into DeepSeaManager.Portals.cs
56 Days Ago
Fix OnEntityEnter being called on clientside entities from the serverside TriggerDeepSeaPortal
56 Days Ago
Get portals enter & exit at the "same position" instead of always spawning player in the center - switch to creating portals with different rotations instead of different sizes so we can easily adjust the enter & exit position for portals via localPosition - ensure entiites enter & exit portals at the same relative position (enter north side, exit north side) - adjust the position of the portal when entering and exiting
56 Days Ago
adjusted mannequin collider so it cant put it's arms through walls
56 Days Ago
fix uppercase mannequin prefab paths
56 Days Ago
Disable more burst attributes for place entities offshore
56 Days Ago
Update: UsePlayerUpdateJobs 1/2 - for blocking-water parented players, store empty WaterInfo instead of garbage - Expanded TestWaterFactorsConsistency unit test to detect this case Not marking as bugfix as I couldn't cause any bugs by hacking code. Makes BasePlayer.GetWaterFactors consistent with BasePlayer.WaterFactor Tests: ran unit tests
56 Days Ago
merge from decor_lighting_dlc
56 Days Ago
fix compile error
56 Days Ago
merge from decor_lighting_dlc