136,143 Commits over 4,293 Days - 1.32cph!

Today
Updating paintball overall prefab with new arm mesh
Today
Adding arm mesh back to paintball overalls
Today
Increase bounds of sleeping volume, to help prevent sniping sleeping AI, will investigate better solution post naval
Today
Hide scientists healthbar
Today
Make BBS hold to deploy and fix warning not appearing during placement if you already have a BBS somewhere.
Paintball overalls colour lookup tweaks
Today
work in progress on block prefabs backup
Today
Merge from fix_npc_flanking
Today
Per-player max boat building station limit wip
Today
Merge from naval_update
Today
Hook up new flanking algorithm to fsm
Today
Paintball Gun - missing viewmodel adjustments
Today
Paintball Gun - swapped hopper shader and material adjustments to avoid exploits
Today
Regraded everything for the changes. End result is less crushed darks.
Today
Updating snowmobile driving anims
Added wearable tag to overalls prefab Icon update
Today
merge from bot_sleeptarget_collider_fix
Today
Merge from decal_layers_fake_transmission
Brightened overalls so their multiplied colour better matches the paintball colour Other minor texture fixes
Today
merge from main
Today
Added simple CPU and GPU timing tests for the shadow presets along with a simple editor window for configuring settings
Merge from naval_update
Merge from main
Today
lightbulb_emissive mat to opaque
Merge from naval_missions
Reduce default mission valid states work queue budget from 0.3ms to 0.1ms
Today
Deleting duplicate hopper mesh for paintball gun
Today
Manually call OnParentChangingClient on client entities that have no new parent. This callback was never being called in this situation, for any entities. Remove the hardcoded immediate send for balloons on boat parenting changes as this also fixes that issue.
Merge from missionreward_stack_fix
- Remove option to check inventory space for rewards before completing missions, this is now run on very every mission - Add some guards to while loop when dispensing rewards to prevent potential infinite loops if something goes wrong - Getting the total required reward item slots for a mission also correctly checks item slots required for bonus rewards
Today
More monument blocker blockout progress
Today
force sleeping bots to refresh collider size when being removed from the BotColliderWorkQueue, catches edge case for using sleeptarget on spawned bot players
Today
Merge from main
Yesterday
Added a method of faking better transmission for decal layers on the standard shader by manipulating the dot product of the light direction and normal
Yesterday
RW on blocks, work in progress on block prefabs backup
Yesterday
crypt building skin blocks models and gibs updated textures, materials
Yesterday
Fix pool leak in DamageUtils
Yesterday
Don't save child storage containers of a workcart if the workcart itself isn't going to save Disable deep sea in Bill B test map and move it to the Dev submenu
Yesterday
Respect item stacksize when giving out mission rewards Adjust required slots calculation, enable checkSpaceForRewards for the naval missions
Yesterday
Merge from naval_update
Yesterday
Cleanup
Yesterday
Restrict vehicle checks to PlayerHelicopter and BaseBoat just in case
Yesterday
Change vertex density slider to int Switch to linear sampling where density is increased
Yesterday
Merge from main
Yesterday
Merge from naval_update
Yesterday
Updated deep sea teleport checks to check for all vehicles, not just helicopters (still checks list of vehicles on deep sea manager) Should fix submarine smuggling
Yesterday
blockPlacementOnChildEntities toggle on Socket_Specific entities now runs the player boat check from SocketMod_BoatBuildingBlock This should ensure any entities that are blocked on the tugboat should be blocked on player boats
Yesterday
pt_boat_turret_improvements_3 -> main
Yesterday
Compile fix