123,886 Commits over 4,079 Days - 1.27cph!
sks prefab setup progress
Coastal cliff whitebox progress / added more slope and bend pieces
Fix photos & headbags not working when inside a backpack
player update. speargun anim set edits
Fix industrial moving items into empty slots instead of moving items into existing partial stacks
Fix servers not always removing from favorites.cfg
Fixed regular switch still showing 1 power usage in the UI
Fixed Smart Switch referred as Switch when looking at IO connection handles
Fixed Smart Switch not deployable ~1 meter below ceilings
playerupdate. exported/set up speargun anim set
merge from io_entity_snapping/fixes/2
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merge from electricity_power_fixes/2
Danger zone backend now supports a parent and handles local positions
Compile fix again, codegen
Proposed fix for heli clipping through the map when the server has low fps
merge from electricity_power_fixes/2
merge from tc_reskin_storageadaptor_fix
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Further changes to LODing
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Additional Bradley AI data
Force alternate chase/take cover states when spawning scientists sequentially isntead of 50/50 chance
More aggressive chase behaviour
Add heavy scientists to spawns
subtracting tc_reskin_storageadaptor_fix - compile
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merge from tc_reskin_storageadaptor_fix
merge from binoculars_nre_2
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Bradley Heavy Scientist prefab & initial setup.
Bunch more wip spawn setup/functionality
Increase refresh interval from 5m -> 45m
Add `ping_refresh_interval` to modify how often ping refreshes
Set to 0 to never run ping estimation
Return ping results after each iteration rather than waiting for all 5 iterations to finish before returning any results
Update ping manifest
Add `ping_parallel` to switch between pinging sequentially and pinging all endpoints at once (default false)
Add `ping_samples` to control how many times to ping each endpoint (default 5)
Egressing cargo ship on save will continue to leave the map after load