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138,486 Commits over 4,505 Days - 1.28cph!

14 Minutes Ago
merge command palette back to main
18 Minutes Ago
notes, lives, basic input
35 Minutes Ago
push up editor
36 Minutes Ago
lower lanes, add notes
40 Minutes Ago
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
2 Hours Ago
Fix wrong transform used for zone list causing header to be destroyed
3 Hours Ago
Add in the zone list and nexus map on the server connect screen
4 Hours Ago
fixed fences in monuments becoming invisible on low object quality settings. most chainlink fences needed this fixing. scene2prefab
5 Hours Ago
Drain pass optims
6 Hours Ago
removed duplicate ligths from military tunnels scene 2 prefab
Today
initial code testing, level data
Today
hackweek: search command palette for the toolbar dropdowns (tools/windows/etc)
Today
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
Today
Evaluation pass optims, use buffers instead of pooling collections every tick
Today
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
Today
Manifest
Swap around 20 classes over from RPC + Proto to SyncVars - Codegen
Today
Speculative crash fix: Clamp instance index in terrain hole shader
Today
[hackweek] add possession mode to demoui2
Today
added sfx to large medkit consumable using eat_soft so there's at least something there until we get more specific sfx
Yesterday
exported the kitbashed mesh and made it an actual object with its own lods now. Updated prefab with the new geometry.
Yesterday
updated powerline cables LOD texture to accomodate new draping cables shape/form
Yesterday
Fix stale syncvar inheritance roots being kept around after each weave
Yesterday
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.
Yesterday
desalination tank collider update. Fromt 28 box/capsule colliders and a mesh collider to just 1 mesh collider
Yesterday
Change ServerInfo from a struct to class, it had no business being a struct at over 156 bytes large
Yesterday
network_profiler_improvements_3 -> main
Yesterday
New network profiler UI
Yesterday
Rework packet capture to work via NetWrite rather than at all the packet send points
2 Days Ago
update from main
3 Days Ago
Fix for OnFirstLooted so that RespawnableLootFridge reports correctly.
3 Days Ago
Additional events for fuel switch and water treatment wheel.
3 Days Ago
Don't fail server boot if world.cfg is an empty string
3 Days Ago
Lock option on sculpture radial menu now correctly references Sculpture, not signs, codegen
3 Days Ago
orbit_cam_hold -> main
4 Days Ago
merge from main
4 Days Ago
Large crashed train station progress
5 Days Ago
Merge from nexus_fixes
5 Days Ago
Updated Facepunch.Nexus, all player IDs are now ulong instead of strings
5 Days Ago
wip scrap king textures
5 Days Ago
apply prefab to scene, S2P Gas Station
5 Days Ago
fix gas station better loot spawns not respawning after server restart
5 Days Ago
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
5 Days Ago
Added pop cap sounds and hooked up, adjusted 3p throw events
5 Days Ago
wip scrap king building skin - initial setup, materials, textures, test blocks
5 Days Ago
Added cap world model (in case we decide to add it to the left hand)
5 Days Ago
Renamed the flare folder from 'FlareOld' to 'Flare' (groundbreaking stuff and will probably break the internet)
5 Days Ago
removed animator from .weapon prefab
5 Days Ago
Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder