194,353 Commits over 4,079 Days - 1.99cph!

8 Days Ago
Added interaction crosshair mode setting in the option menu
8 Days Ago
Updated Jungle berry biome types
8 Days Ago
Can't rotate the TC if a storage monitor is attached
8 Days Ago
vending_machine_storagemonitor_rotate_fix -> main
8 Days Ago
Don't allow Vending Machine rotation if the storage monitor is attached (breaks wire connections)
8 Days Ago
storage_monitor_container_io_rewrite -> main
8 Days Ago
Small layout tweaks Fixed the offcentered 'open_door' icon
8 Days Ago
Added support for Container IO to Storage Monitor Resolves issues of storage monitor not working correctly with the new Vending Machines
8 Days Ago
Cherrypick(hackweek_procgen_async) Optim: PrefabPreProcess.FindComponents is now using GetComponentsInChildren With profiler, this ended up 2x faster than old way (lighthouse monument goes from 96ms to 46ms) Tests: used old code inline to validate outputs of new code
8 Days Ago
Cherrypick(hackweek_procgen_async) Optim: PrefabPreProcess - replace GetComponent with TryGetComponent Those are cheaper since they do less allocations and text formatting. Saves ~35s (but new flow is still slower). Tests: ran procgen with early out
8 Days Ago
Merge from main
8 Days Ago
▊█▉▄█▍▉ ▇█▉ ▆▇▋▇▊_▇▍▅▅▊▅▊▅_█▉▆▅▊_▄▇▇▆▅▉▉
8 Days Ago
Added lookattooltip.crosshairMode convar to change the interaction crosshair visuals 0 = default 1 = no texts 2 = no texts, no icon https://files.facepunch.com/Flavien/default.png https://files.facepunch.com/Flavien/1.png https://files.facepunch.com/Flavien/2.png
8 Days Ago
merge from main
8 Days Ago
boomerang_hand_up_fix -> main
8 Days Ago
main -> syncvars
8 Days Ago
▄█▊▉▇ ▌█▌▊ ▍▅▍▍▋_▋▍▄▌▍▍▆▍_▍▄▌▋▅_▇▄▊▋▇▆█
8 Days Ago
network++
8 Days Ago
Added the src and dst alpha blend shader properties to the original decal shaders so that the values can be serialized on the materials and updated the poster materials to have these new properties
8 Days Ago
New folders, moved crosshair UI prefabs around
8 Days Ago
▇▍▅█▄ █▅▆▄▅█▄█▅_▆▌▍▋▋▄_▉▋▄
8 Days Ago
▌▊█▆▊▊▋ ▋▌▋▊▆ ▋▊▉▆ █▅▋▊██▍▍▆▌ ▍▊ █▌▉▋▌▆ ▍▅▆▍▍█▇, ██▋▅▊▄▅▉▉█ ▇▉▋▋▇▋█▍
8 Days Ago
merge from inputfield_rtl_fix
8 Days Ago
Fixed RTLTMP_InputField not preserving vertical alignement
8 Days Ago
merge from main
8 Days Ago
upped vending machine workshop res to 2k
8 Days Ago
cherry-pick platform fixes
8 Days Ago
cherry-pick platform fixes
8 Days Ago
merge from main
8 Days Ago
merge from main
8 Days Ago
Added a new GetClosestPointOnBounds option to TreeLOD, prevents trees from switching to lower LODS as the player climbs it due to being so far away from the tree origin Will still ensure these trees switch to low LODS if players are high above them
8 Days Ago
Merge from inputfield_rtl_fix
8 Days Ago
Fix crafting UI NRE when changing category
8 Days Ago
Enable the stump collider immediately when a vine tree starts to fall, prevent things getting stuck at the base
8 Days Ago
Added a fallback check to ensure vines won't spawn if there is an existing home vine on the branch
8 Days Ago
Increase minimum horizontal distance between vine points (7 -> 9)
8 Days Ago
Storage for later.
8 Days Ago
Some potential SetAimDirection NRE changes
8 Days Ago
Remove some busted tea prefab files introduced in 120974
8 Days Ago
Adjust the armour slot weighting system to more closely line up with the intended random values Old slots/chance: 0/70%, 1/10%, 2/10%, 3/10% New slots/chance: 0/50%, 1/25%, 2/15%, 3/10% Adjusted all crafting teas, standard tea still guarantees 1 slot, advanced guarantees 2 slots and pure increases chance of 3 slots Added editor only ItemModContainerArmorSlot.TestSlots that outputs results of half a million rolls, can accept a tea bonus value to test out results with different tea levels
9 Days Ago
LOD3 rebaked textures after optimisation improvements to kit
9 Days Ago
Throw error if greater > 31 packed SyncVars New Implementation is done! 🎉
9 Days Ago
Fixed SourceGenerator not throwing errors properly when looking at field name (invalid string/uppercase starting string)
9 Days Ago
Fixed "Confusing path at the start of the tier 2 tech tree" and drunk C4 in wb3
9 Days Ago
More code cleanup
9 Days Ago
Add support for Pack=True/False. Unpacked SyncVars are sent immediately when changed.
9 Days Ago
Removed old SyncVar implementation
9 Days Ago
Successful queue, sending and receiving on new code generator implementation. Stripped out another overhead byte not needed with our new solution. Generate byte table inside code generator. Developer > 2 logging support. Safety with property setter on the client (throw an exception). Few more Diagnostics error throws (class > 256 syncvars, Base Class == BaseEntity). Try & Catch on Syncvar replicate. Time to fully rip out the old solution.
9 Days Ago
- Add description - Make sure stability convar is definitely always restored - Some cleanup
9 Days Ago
suffix all store building skins with "Building Skin" to ensure it's clear, they're building skins