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145,813 Commits over 4,444 Days - 1.37cph!

11 Minutes Ago
Implement lockpick mechanic on rentable vending machines Lockpick can be used on a rented vending machine not owned by the using player, allows access to the vending machine inventory for ApartmentCommands.intruderauthseconds convar (300s by default)
1 Hour Ago
Move shop costs (InitialScrapFee, ProtectionFromTakeoverHours, ScrapPerHourRent) are now replicated, unchanged values
1 Hour Ago
Remove upkeep scaling based on the contents by adding convar for `rentscaling` - default to `0` (turned off)
1 Hour Ago
Swap EntityRefs to Syncvars, remove synced NetworkableIds
3 Hours Ago
Merge from containerioentity_sorting
4 Hours Ago
Merge from main
4 Hours Ago
Fixed non local players missing some animations for melee weapons Held Entities with animation sub systems will now receive any signals from the holding player (attack, throw, etc)
4 Hours Ago
Merge from PlayerRigUpdate2
4 Hours Ago
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5 Hours Ago
Updated Facepunch.Steamworks InventoryResult: added GetItems(string[]) overload to fetch specific steam item properties
5 Hours Ago
Fixed animation warnings on torch
5 Hours Ago
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Merge from m16a2
Fix NRE in AutoTurret
high_level_networking_improvements -> main
Today
Mark a few more clan UI methods as UnityEvents
Today
Include the player's inventory in their apartment rent calculations so they can't sleep or stand in their room and store items on themselves to avoid paying extra rent
Today
Add monument type filters to SpawnFilter, add metal detector spawns to lake/canyons/oasis
Today
merge from prototype -> apartment_complex_monument
Today
Save++ Network++
Add EntityRef support to our RPC source generator
Today
Lighting prefab
Today
Merge from prop_assetscene_split
Today
Split the props asset scene into two, one for commonly used prefabs and one for the rest Should help improve load times on most servers with modded maps by cutting down the number of prefabs that load
Merge from m16a2
Update files that are showing as different from main
Merge from m16a2/turret_burstfire
Merge from main
More fixes
Restore missed change in last commit Cache the invoke delegates in AutoTurret.Server
Today
Resolve upkeep terminal in PostServerLoad() instead of inside Load() where the room can load before the upkeep terminal
Restore changes from merge
Today
maintaining gas station spawns better car parts (w mockup prefab)
Today
Update(tests): add TerrainHeightMap unit tests that cover GetHeight + GetNormal and their variants Tests: ran unit tests, some failures are unexpected
Merge from main
Today
Make ElevatorStatic partial
Today
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
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
Today
Add a computer storage entity, spawn it as child. Interface with storage entity for powering up. Added new storage prefab. Codegen
Today
Pool mini game 3p anim update and vm anim set block out
Today
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Add EntityRef SyncVar support
Today
Switch from hardcoded tech trash define to ItemAmount
Today
got ui2 sculpture admin panel working
Today
Manually lowered bear trap bounds and removed the mesh filter from the server trigger. Test passes
Today
MonumentInfo auto fill tweaks
Today
Created all monument info scriptables