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520 Commits over 243 Days - 0.09cph!

6 Months Ago
Add a way to disable rcon in editor prefs (Edit -> Preferences... -> Facepunch -> General)
6 Months Ago
merge main into naval_update again
6 Months Ago
subtract flashlight beam optimizations
6 Months Ago
Cannon work in progress, basic firing/reloading based on ballista.
7 Months Ago
Add multi command execution to console UI + multi line autocompletion.
7 Months Ago
Add multiline support to dev console
7 Months Ago
Don't load inventory inside container corpse, we already load it in base.
7 Months Ago
Fix instanceData on items getting disposed if an item gets loaded twice.
7 Months Ago
Move player visibility position back to the head bone
7 Months Ago
Fix being able to see nametags through water.
7 Months Ago
Add culling based on distance
7 Months Ago
Store start/end positions during jobs, add `laserbeam.useJobs` convar to allow for toggling the new jobified laser beams.
7 Months Ago
Optimise laser beams by moving them to jobs
7 Months Ago
cache transform, shader ids, reuse beamST. about 30% faster with 80 instances.
7 Months Ago
Fix update queue gc allocations
7 Months Ago
Cherry pick flashlight optimizations
7 Months Ago
Fix Invisible fire around Bradley APC debris, also fixes related entities.
7 Months Ago
Make mixing table overflow items drop from the player's eye level to improve visibility.
7 Months Ago
merge improve_mixingtable_drop_visibility to main
7 Months Ago
merge fix_torch_underwater to main
7 Months Ago
Fix being able to swing a torch underwater to keep it lit. Add a transition from attack_lit -> extinguish.
7 Months Ago
merge fix_worldsize_skipdomainreload to main
7 Months Ago
Fix skip domain reload breaking world size in procedural maps.
7 Months Ago
fix_tree_marker_color_ui
7 Months Ago
Fix tree marker color selector
7 Months Ago
merge nvg_fix to main
7 Months Ago
Fix other people's night vision goggles glowing even if they're disabled.
7 Months Ago
merge glass_fix_resourcerefs to main
7 Months Ago
Update related monument prefabs
7 Months Ago
Fix overlapping metal/glass colliders in shop fronts and security doors.
7 Months Ago
Add small_glass to query vis job runner, only run terrain ignore checks if rays hit terrain, bump max hits to 4.
7 Months Ago
merge fix_invoke_handler_errors to main
7 Months Ago
Fix InvokeHandler being left in scenes, which caused error spam when entering play mode.
7 Months Ago
merge fix_hp_post_restart to main
7 Months Ago
Load modifiers before metabolism, otherwise metabolism will set always cap the player health to 100 after a server restart rather than the modified max health.
7 Months Ago
merge glass_fix_resourcerefs to main
7 Months Ago
Remove refs, compare physics materials by name instead. (physics materials don't have guid to paths baked.)
7 Months Ago
merge fix_static_respawn_areas to main
7 Months Ago
Fix static respawn areas no longer showing up after optimizing player bags.
7 Months Ago
merge compile error fixes to naval update
7 Months Ago
Disable more burst attributes for place entities offshore
7 Months Ago
Disable burst compilation on GenerateSpawnPoints for now, its not used anyway.
7 Months Ago
merge from fix_burst_compiler_errors to naval_update
7 Months Ago
Move GenerateSpawnPoints job to its own file.
7 Months Ago
merge /main/glass_fix_resourcerefs to main
7 Months Ago
update from main
7 Months Ago
Fix query vis glass being broken in builds, add [GuidRef] attribute to draw a property drawer for generic ResourceRef fields.
7 Months Ago
merge from buried_item_null_checks
7 Months Ago
Add null checks for buried item creation.
7 Months Ago
merge static field reset code gen improvements back to main.