138,486 Commits over 4,505 Days - 1.28cph!
merge command palette back to main
notes, lives, basic input
Implement connecting to nexus servers from the connect modal
Automatically select the starter zone if there is only one choice
Hide connect button until a starting zone is selected (if needed)
Client-side nexus tag for easily identifying which servers are nexus clusters
Fix zone list not hiding fully on the connect modal
Fix wrong transform used for zone list causing header to be destroyed
Add in the zone list and nexus map on the server connect screen
fixed fences in monuments becoming invisible on low object quality settings.
most chainlink fences needed this fixing.
scene2prefab
removed duplicate ligths from military tunnels
scene 2 prefab
initial code testing, level data
hackweek: search command palette for the toolbar dropdowns (tools/windows/etc)
Circuit rebuild pass optims, we have a collection of dirty circuits instead of looping all circuits to check a bool, much better at scale
syncvar_stale_inheritance_fix -> main
Evaluation pass optims, use buffers instead of pooling collections every tick
Progress on showing nexuses on the new menu, this time without the separate tab
Fixed nexus player authentication that's been broken since moving the backend endpoint
Swap around 20 classes over from RPC + Proto to SyncVars
- Codegen
Speculative crash fix: Clamp instance index in terrain hole shader
[hackweek] add possession mode to demoui2
added sfx to large medkit consumable using eat_soft so there's at least something there until we get more specific sfx
exported the kitbashed mesh and made it an actual object with its own lods now.
Updated prefab with the new geometry.
updated powerline cables LOD texture to accomodate new draping cables shape/form
Fix stale syncvar inheritance roots being kept around after each weave
industrial torch attack was using the wrong sound definition template.
was using defualt - cuasing the SFX to be heard from afar.
Switched to the same template that the base torch uses.
desalination tank collider update. Fromt 28 box/capsule colliders and a mesh collider to just 1 mesh collider
Change ServerInfo from a struct to class, it had no business being a struct at over 156 bytes large
network_profiler_improvements_3 -> main
Rework packet capture to work via NetWrite rather than at all the packet send points
Fix for OnFirstLooted so that RespawnableLootFridge reports correctly.
Additional events for fuel switch and water treatment wheel.
Don't fail server boot if world.cfg is an empty string
Lock option on sculpture radial menu now correctly references Sculpture, not signs, codegen
Large crashed train station progress
Updated Facepunch.Nexus, all player IDs are now ulong instead of strings
apply prefab to scene, S2P Gas Station
fix gas station better loot spawns not respawning after server restart
Water Treatment Plant Maintainables Rework (from helk feedback)
- each wheel turned fully adds 180 pressure, which is now equivalent to 3 hours of water flow
- max pressure of the tank increased to 360, decay changed to 1/minute
- water output per minute scales linearly with pressure in the tank, from 0 to a ConVar configurable amount (default 1020/minute at full pressure)
- when pressure falls to 0, water flow stops and the water in the pipes begins to evaporate at a rate of 200/minute
- (WIP) number roughly balance out to a fully pressurized water pipe being 2x as good as a freshwater pump, including IO push/autofilling numbers
Added pop cap sounds and hooked up, adjusted 3p throw events
wip scrap king building skin - initial setup, materials, textures, test blocks
Added cap world model (in case we decide to add it to the left hand)
Renamed the flare folder from 'FlareOld' to 'Flare'
(groundbreaking stuff and will probably break the internet)
removed animator from .weapon prefab
Deleted old materials/model/rig/anim files
- Moved materials/model/rig/anim files to the original folder
- Deleted 'New' folder