161,152 Commits over 4,597 Days - 1.46cph!

3 Months Ago
Update: replacing with a remotely built dylib Surprisingly, it works Tests: ran TLS test scene
3 Months Ago
Fixed tests failing after the recent pooling changes
3 Months Ago
Refactored the timers on livestock animal into a new PersistentTimer class Makes it easy to create new timer based behaviours (drop dung, get older, give birth, etc) and persist those timers through a save/load Livestock now drop horse dung (might need a rename)
3 Months Ago
Update: add MacOS support for UnsafeScriptingAccess - using locally built debug dylib for now Need to figure out if remotely built dylib is going to work or not (didn't when I broke sig locally) Tests: using locally built dylib was able to run TLSTest setup
3 Months Ago
Throttle everything to 30 ticks a frame so server fps variations doesnt change the io speed too much Flickering circuits are throttled to 10 flips/s (equivalent to old IO)
3 Months Ago
Generator RPC name fix
3 Months Ago
merge from store_featured_tweaks
3 Months Ago
Store featured tab changes, we now show featured items on both the left and right grids
3 Months Ago
optimised the electric chandelier LOD0 LOD0 triangle count from 22,766 -> 9328 still high but unavoidable for the complexity of the asset. reduced lodchain from 5 -> 3
3 Months Ago
Added Apple.tree prefab and LootSpawn.Apple. Added 3 apples to oak_d and they're all spawning correctly but dont spawn when trying to harvesting
3 Months Ago
optimised Rustige egg world models Each egg's dropped world model now uses a dedicated w_*. fbx rather than using the animated deployed model. The world models were carrying the whole deployed setup - skinned meshes, bone hierarchies, interior geometry and 4-5 LOD levels - none of which is visible when dropped. - LOD0 triangles: 46,772 -> 16,466 across the eight - Skinned meshes: 72 -> 0
3 Months Ago
binocular_glare_fix -> main
3 Months Ago
Fix 154930 breaking binocular glare. Inverted check was used
3 Months Ago
network_range_audit -> main
3 Months Ago
bring labs crate normal down to 128m
3 Months Ago
Lower medium signs to 128m network range
3 Months Ago
main -> network_range_audit
3 Months Ago
wind_turbine_sfx_fix -> main
3 Months Ago
Stop Wind turbine SFX contuining to playing when the turbine is not spinning (Bug from 2019)
3 Months Ago
Fixed foundations with staircases failing LOS checks for softside damage with melee weapons
3 Months Ago
More WIP
3 Months Ago
merge from texturecompression_pass_aug26
3 Months Ago
merge from hair_pass
3 Months Ago
ponytail textures resize
3 Months Ago
Can press E to configure test generators and change the power amount they output
3 Months Ago
merge vehicle pooling to main
3 Months Ago
fix container ui: remove restore child transforms, manually reset battering ram visuals
3 Months Ago
Trees additions support multiple prefabs instead of just one
3 Months Ago
█ ▌▉▍▅ ▉▍▇▆▍▍▅ ▌▍▅▊▊█▍▉ ▇▆▍ ▌▅▌▄ ▇▄▌ █▇▅▌ ▉█▆ ▅▋▇ ▍▇▅▉▉▅▌▊▉ ▇▍ █▌▊ ▉▅▌▋ ▌▇ █▉▇ █▉▉▍▄█ ▋▇ ▉▊▉▉▄▅█▆ ▍▍█ ▋▊▌▍█▉▇▇ ▉█▇█▌ ▇▄▊▍ ▄▅ ▌▅▌▍█ ▋▆▄
3 Months Ago
update base_occlusion/optimize_building_blocks
3 Months Ago
Update testlist
3 Months Ago
Update FP.Nexus (prefer AssignedZoneKey over ConnectZoneKey for player client)
3 Months Ago
leaderboard fix v2 and streamermode for real on leaderboard and on score cards
3 Months Ago
Fix desks blocker not rendering due to unassigned LOD component Reduce health on the chonkier blockers
3 Months Ago
Darts fixes - remove control in UI for zoom - add streamer mod compat for leaderboard - attempt leaderboard fix after server restart
3 Months Ago
▊ ▉▌▉▅▌ ▄▌▌▍▋▉▆▆█▋▄ ▊▊▆ ▍▉▄▍▄▋ ▉▉▍ ▍▇█▋▉▊ ▍▅▊ ▍▅▉▆▌▆▋█ ▄█▉▍▋█▌ ▇▇▄▉▍▉ █ ▇█▌▍▉▇▌ ▋▉▉▊ ▇▋▉ ▋▊▋▋▅▉▊▅ ▄▄▆▌▉ ▇▆▉ █▅▅█▋ ▄█ ▌▊█▊▇ ▌▄▆ ▇▋▇ ▊▊▇▋▋▍▋▆ █▋▊▋ ▋██▍▄ █▆▆▋▊ ▆▌▅▋▍▇ ▆▄ ▋▌▅▆▊ ▉▆▊█▆▋▉ ▊▊▅▍▊▅ ▌▍▍▌▅ █▉▍██▊▍▍█▍ █▍▌▊▉▌▌▊█▄▍▉▆▄▉▊▅ ▅▌█▇▅ ▍▋▊▊▋▅▌▄█ ▆▆▉▆ ▊▇▇▄▇ ▍▆▉▋▅▍▇ ▍▌▋█▌▅▄▊▆ ▄▄▍▍▄ ▋▌ ▇▉▋ ▆▊ ▌▍▆▌▄▉█▄▊
3 Months Ago
merge from main
3 Months Ago
Ignore the inventoryPlayerQuality convar in editor, it keeps changing the RT and it shows up in plastic
3 Months Ago
Elevator Power In input set as main power slot
3 Months Ago
Converted ChargeUpIOEntity, set the second inputs as non main power slots
3 Months Ago
merge from automated_testing
3 Months Ago
merge from main -> base_occlusion
3 Months Ago
Fix the 20 cases where flags are colliding by reassigning to a free one RidableHorse had 1 left, lucky me
3 Months Ago
▍ ▇▆▆▅▆ ▄▇▉▌ ▊▍▋█▋▌█ ▌▇ ▄█▌▆▅▍▊ ▅▋▍▄▆▉ ▇▆▌█▍▆▄▌ ▄▆▉▄▍▋▇ ▆███ ▉▍▅▅▄ ▅▄ ▆▉▅▇▇
3 Months Ago
fix colourpicker not accepting pasted hexcode inputs
3 Months Ago
Converted Elevator and PowegridIOAccessPoint
3 Months Ago
TickBatteries refactor
3 Months Ago
merge from fix_incompatible_paint_colour
3 Months Ago
Fix colour cookie being passed between painting menus with different colour pallettes Remove colour picker from pumpkin carving
3 Months Ago
Also catch flags declared inside static helper classes like VendingMachine.VendingMachineFlags, finds one more case The existing PrintDefinedFlags tool also didn't account for this, works now