140,511 Commits over 4,505 Days - 1.30cph!

13 Minutes Ago
Converted cctv cameras and windmills
16 Minutes Ago
Tesla coil and igniter tests
24 Minutes Ago
Merge from sprinkler_fixes_aug_26
35 Minutes Ago
Added white boomer firework so pack icon doesn't look misleading New colour variant following the existing prefab setup - item, mortar, shell, icon and PFX. Recoloured from the blue variant. will need a look over
50 Minutes Ago
Merge from main
60 Minutes Ago
Nexus connect modal fixes
1 Hour Ago
Fix MaxPlayers being wrong after my changes
1 Hour Ago
fixed jungle primitive loot box gibs not using the proper material upon destroy
1 Hour Ago
Converted water wheel, added some tests
1 Hour Ago
fixed gibs for the crate_basic and its gib colliders.
1 Hour Ago
merge from f1_menu_category_sort
1 Hour Ago
Merge from m15_modslots_fix
1 Hour Ago
Export test list
1 Hour Ago
RidableHorse.prefab
1 Hour Ago
re-exported crate_basic so the scale is zeroed out
1 Hour Ago
Merge from main
1 Hour Ago
Test feedback
2 Hours Ago
Fix log messages from other threads not showing up in the console / RCON due to not having a threaded log handler - buffer in queue, swallow on main thread and feed into normal logging callback
2 Hours Ago
Update other conditional model code to take into account null slots in conditionals (since we cache the last state of each conditional instead of only storing the spawned conditionals)
2 Hours Ago
Optimize conditional models to only refresh if they are changed - fixes condition models all being destroyed and recreated every single time the model state was changed instead of only creating and deleting the conditionals that needed to be
2 Hours Ago
Typo fix
3 Hours Ago
Minor render library improvements * Potential optimization for render.ResetModelLighting * render.SetLocalModelLights sets missing lights in the input table to DISABLED - this fixes an issue where previous calls with 4 lights would persist to future calls with 2 input lights * Fixed compile warnings Potential crash fixes Micro optimization for Lua matproxies Minor cleanup in spawnicon rendering Added player_manager.RemoveValidModel Adjust player model categories * Remove 1 and 2 model categories. Apply localization to DColorPalette right click menu ColorToHSV does not truncate hue to integer * This prevents loss of data when converting the color from HSV back to RGB * This is consistent with ColorToHSL Added "Copy to clipboard" option to DColorCube/Mixer DNumSlider adjustments * Prevent sliding the slider with mouse2/3/4/5 (Can still right click drag the name in Sandbox tools) * Added right click menu to the slider to reset and copy the value. This should help players find this ability Increase Hydraulic speed slider range so its default isn't out of bounds Use DermaMenu for DBinder right click * Includes reset to NONE and reset to default options * This is less prone to screw the player over by right clicking around Fixed suit admire animation being invisible
3 Hours Ago
ordered f1 menu category buttons alphabetically Sort by the translated button label instead, so the list reads A-Z
3 Hours Ago
editor_multiplayer -> main
3 Hours Ago
- Final name cleanup - Fix performance logging NRE - Hot reload fix
3 Hours Ago
Fixed effects not firing
4 Hours Ago
Custom FP Scenario dropdown to replace the default Unity one - Renames/improvements - Fix few more second client NRE's - Crosshair NRE fix
4 Hours Ago
Fixed not being able to transfer water into the held water bucket via the UI. Includes automated test. Fixed LocalPlayerTestFixture not waiting for the player to spawn in and asserting too early
5 Hours Ago
add a scroll fade/gradient to tabs
5 Hours Ago
removed unnecessary prefab
5 Hours Ago
Added test_physmat_cube_COL, a per-face physics material test asset Cube with 6 physics materials, one per face, each side of the cube split differently to test how material boundaries behave. 6 is more than any real asset would need, deliberate headroom for finding the edges of the per-face lookup rather than a realistic case.
6 Hours Ago
merge from flex_color_picker_fixes
6 Hours Ago
Update: consolidate OS specific calls to RustNative Still gotta build and test linux and mac, gonna do that tomorrow Tests: ran temp scene
6 Hours Ago
Reverted previous idea, now using a better way of fixing it
6 Hours Ago
Don't hide rooms until they have been invisible for 5s+ (prevents room going invisible as the door is in it's closing animation + reduces churn from rooms being deleted and networked over and over
6 Hours Ago
Move code around, don't unload filestorage since domain reload should handle it
6 Hours Ago
merge from automated_testing
6 Hours Ago
One more that I missed
Today
Simplified battery console commands
Today
Set main power slots for EngineListener and AlarmSystem prefabs (DummySwitch from monuments)
Today
TeslaCoil, SolarPanel, FuelGenerator cleanup
Today
Fix alignment issues on non-keyframable rows, they had an ugly left offset before.
Today
Removed all the old IO code from the battery class (feels amazing)
Today
update from main
Today
Update: disable Unsafe.UseMultithreadedScripting on CLIENT - codegen Need to figure out how to better patch out the managed check when doing an IL2CPP build, will leave that for later Tests: tested booting test scene both in CLIENT(ran on main thread) and SERVER(ran on thread pool) modes
Today
Fixed flexible color picker hex input fields across various panels; generic painting dialog, row workshop color, ornate frame config, balloon config
Today
exported updated glass ar admire anim
Today
Compile fix
Today
merge from main
Today
Started to refactor the two existing large train tunnel rooms (separated elements, renamed to match naming convention, fixed pivots, added door offsets). WIP