140,674 Commits over 4,505 Days - 1.30cph!

16 Days Ago
Control computer inventory size is now dynamically set based on powerup cost, so it can always hold enough items. (since we added targeting module).
16 Days Ago
Separated crate+wreck "too hot" timers, made them tunable convars: satellite.crate_fire_duration (10 minutes default) satellite.wreck_fire_duration (15 minutes default)
16 Days Ago
Add Aiming Module to launch costs
16 Days Ago
main -> game_room_dlc
16 Days Ago
merge from main
16 Days Ago
merge from main
17 Days Ago
added flashlight.attachment to the m4 shotgun so that the flashlight and laser sight are properly positioned in 3rd person.
17 Days Ago
fixed sun glasses not having the correct original materials for lenses that. Some had changed from black to turquoise.
17 Days Ago
Additional station autospawn prefabs / needed for new stations to spawn more frequently
17 Days Ago
Rotated twig foundation guide accurate reflects texture position. Now feels natural when placing them.
17 Days Ago
Large crashed trasi station greybox progress Added station spawn prefabs to make them appear in proc gen Changes to the medium and small train station prefabs to make them work in proc gen
17 Days Ago
Improved Epoch.ToDateTime to properly process unix timestamps when they are in millisecond format
17 Days Ago
merge from main
Rin
17 Days Ago
Halved heavy fuse spawn rates Added heavy fuse to underwater lab crates
Rin
17 Days Ago
Added 10 cloth to Pool table crafting recipe
Rin
17 Days Ago
crateFireDuration 120 > 300 seconds
17 Days Ago
merge from copy_changeset
17 Days Ago
Add copy_changeset command, copies current client and server version to clipboard
17 Days Ago
merge from automated_testing
17 Days Ago
Fix a chainsaw unscrew-cap sound definition error
17 Days Ago
merge from automated_testing
17 Days Ago
merge from anim_test
17 Days Ago
Fix 40+ cases of an animation event referencing a non-existant effect prefab, causing warnings ingame Most old/unused/not needed so deleted the anim event, some pointing to incorrect folder All tests pass, from now this can alert us if a new DoEffect event is not set up correctly
Rin
17 Days Ago
Correcting CCTV/Targeting computer extra spawn
Rin
17 Days Ago
Reduce tech trash quantity in Satellite crates
17 Days Ago
merge from parent
17 Days Ago
Fix fuel generator missing physics material, fix the static one in gas station clipping into the ground Also move it slightly as it was making access to a loot crate spawn awkward, S2P gas station
17 Days Ago
Phrase update
17 Days Ago
Fix gas station loot spawn switcher not immortal Fix pool table and dartboard researchable Fix a mesh not readable thats used in a particle system in power plant fx Testlist
17 Days Ago
merge from main
Rin
18 Days Ago
merge from moustache_bag_fix
Rin
18 Days Ago
Fixed old movember moustaches using the legacy burlap sack world models
Rin
18 Days Ago
Thruster module Icon setup
Rin
18 Days Ago
merge from PlayerMaintainedMonuments
18 Days Ago
Scene dupe lights fix
18 Days Ago
Launch site control panel area lighting progress.
18 Days Ago
Merge from PlayerMaintainedMonuments
18 Days Ago
Remove some of the crud on the ground so the red recycler can sit in the green recycler spot
18 Days Ago
Remove the green recycler nearby the control room at power plant, now just the new red recycler there
18 Days Ago
satellite control computer sounds
18 Days Ago
Merge from PlayerMaintainedMonuments
18 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
18 Days Ago
Fix some airfield terminals NRE's when loading a save in client+server Delete some unused powergrid classes Fix turbine loop sound sometimes not playing
18 Days Ago
Optimise PowergridToggle to update through stage change events instead of polling the current stage every frame Removed the distance check on PowergridToggle, just update immediately. We aren't rippling out the powergrid stage updates anymore so this isn't being utilised and it's a ballache to support Renamed to PowergridClientToggle as it's now clientside only, we weren't utilising the options to run it serverside
18 Days Ago
merge from PlayerMaintainedMonuments
18 Days Ago
merge from PlayerMaintainedMonuments/powergrid
18 Days Ago
Improved powerline pole prevent building triggers, no longer able to place pookies on them This also improves IO interaction with the powerline box, it no longer feels buggy at certain angles https://files.facepunch.com/raul/1b0111b1/01_03-09-GrimyBubblefish.mp4
18 Days Ago
Merge from PlayerMaintainedMonuments
18 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
18 Days Ago
Setup powered turbines at launch site