135,703 Commits over 4,444 Days - 1.27cph!

Yesterday
Make ElevatorStatic partial
Yesterday
Remove guest functionality of apartments: only have owners and only the owners can open and close the doors - if you want to share apartments with your friends, either be in the room or make a proper base
Yesterday
Fixes for burst firing in turrets, seems to work okay now Add a warning log if the next scheduled firing time in a turret is < the attack cooldown on the attached weapon as this fucked me. Should catch if it still occurs
Yesterday
Add a computer storage entity, spawn it as child. Interface with storage entity for powering up. Added new storage prefab. Codegen
Yesterday
Pool mini game 3p anim update and vm anim set block out
Yesterday
Add EntityRef SyncVar support
Yesterday
Switch from hardcoded tech trash define to ItemAmount
Yesterday
got ui2 sculpture admin panel working
Yesterday
Manually lowered bear trap bounds and removed the mesh filter from the server trigger. Test passes
Yesterday
MonumentInfo auto fill tweaks
Yesterday
Created all monument info scriptables
Yesterday
Added execute method entrypoints for switching define symbols in order to make sure we can have both SERVER and CLIENT defines before running editor tests. Added modifications to jenkinsfile to use new FPBuild steps and updated fpb-config.json default parameters.
Yesterday
disable hit-guide shadow casting
Yesterday
dev rock mat
Yesterday
sail.deployed: - Set prefab position at origin - increased upper deploy volume X by 0.22 to be under the 0.5m overhang Test passes
Yesterday
set syncvar to autosave
Yesterday
fixed rock sculpture turning into ice on pickup
Yesterday
Trigger server notification on impact not stage 2 start
Yesterday
SatelliteData translation phrases
Yesterday
Added shelf 14935 - Reduce maxOverhangMetres to 0.5f - Exclude hidden item definitions - Only include deploy volumes that affect constructions - Include DeployVolumeEntityBounds - Do not include DeployVolumeEntityBoundsReverse - Account for sockets
Yesterday
Add support for EntityRefs to be sent via RPC. ID is extracted and sent on sending side ID is received and put into a new entity ref on the other side
Yesterday
Add storage adaptor sorting to vending machines, fridges, wall cabinet They previously didn't support it since they aren't regular storage containers
Yesterday
client-only guard AtmosphereVolumeDrawPass
Yesterday
on-deploy default data fix
Yesterday
gas station maintainable car lift mockup
Yesterday
minimal rock sculpture prefab setup
Yesterday
Merge from main
Yesterday
Cleaner, better way to support remote listeners (cctv, drone) hearing VOIP of others. Previous system used a messy secondary network group solution which was prone to bugs and connections being added twice to seperate lists New system specifically looks for cimputer mounted players - giving a much more reliable solution
Yesterday
buffer missuse fixes
Yesterday
wip glowing graffiti concrete tile setup. updated skins list, localization
Yesterday
merge from main
Yesterday
Basement corridor LODs and prefabs
Yesterday
merge from drone_keyboardlayout_fix
Yesterday
merge from workshop_inputs_fix
Yesterday
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Yesterday
Adding a couple more graffiti decals
Yesterday
merge from quarry_speed_fix
Yesterday
Set belt scroll speed multiplier to 0.63 so the speed of the belt visually matches the speed of the other rotating parts
Yesterday
Fix broken materials on the mining quarry top engine with LOD1
Yesterday
Neon splats carpet textures, material, skin asset, icon. Updated skins list, localization
Yesterday
Fixed workshop file dialog still using the old input system
Yesterday
Fixed shadow caching server compile errors
Yesterday
Update(tests): add support to generate test positions in deep sea bounds - updated TestWaterLevelsConsistency to use those extra positions, but surprisingly the test passes - documented everything(I think?) that's wrong with WaterLevel.GetWaterLevels Tests: ran updated unit test
Yesterday
Merge from shadow_map_caching
Yesterday
Code gen after merge
Yesterday
Fixed drone controls not being keyboard layout aware
Yesterday
Merge from main
Yesterday
Add volume component for motion blur (2)
Yesterday
Add volume component for motion blur
Yesterday
Tier is driven by the highest key card required Popup styling update