136,980 Commits over 4,324 Days - 1.32cph!

15 Minutes Ago
tweaked guitar inUse position
36 Minutes Ago
Swap away from projectiles in favour of a standard BaseEntity - Golf ball can be claimed by a client, this takes client ownership and updates the server on its position (ensuring accurate collisions for local client) - Various settings to tune update amount - Simple press e to force golf ball in that direction
59 Minutes Ago
Fixed flamethrower not unlocking 5.56 in tech tree. Fixed incend pistol ammo not unlocking 5.56 in hardcore
1 Hour Ago
Very first pass of the node graph: from the data computer, you can build graphs with simple logic gates (similar to scratch/UE blueprints) Graphs can read data from devices connected with data chips, trigger power outputs... Can't 100% test it yet because after spending 50 years on the systems I now need to spend another 50 years getting a decent UI
1 Hour Ago
Set exclude layers on fishing villages SafeZone trigger. Ran s2p on all fishing villages to bring in turret layer exclusions.
2 Hours Ago
Set exclude layers on sentry.bandit.static
2 Hours Ago
Merge from main
3 Hours Ago
move PlayerEnterOrLeaveDeepSea RPC to the PreTeleportPlayer as it is called for all players regardless of mount/passenger state, ensures clear shore vectors
3 Hours Ago
merge from mounted_shorevector_clear_fix
4 Hours Ago
Drums - Updated foot ik positions on drumkit - Updated override controller
4 Hours Ago
Merge from naval_update
4 Hours Ago
Merge from main
4 Hours Ago
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4 Hours Ago
Merge: from main
4 Hours Ago
Bugfix: prevent leaking entities into save from transient containers Tests: 2.5k procgen map with disabled deep sea - 5 time save-load, went from 15,565 to 15,606. So we're still leaking, but less than a 0.1% per save. Didn't see anything specific in the entity dump.
4 Hours Ago
- Create basic golf ball entity - Create golf ball projectile - Hitting E on the golf ball entity spawns a golf ball projectile with a small upwards velocity (for testing)
5 Hours Ago
apartment complex layout refinement to street and ground surfaces readying for procmap, s2p
6 Hours Ago
Dealt with the escaping when formatting for ADX. Also fixed the construction of the array syntax so it automatically parses into the dynamic type in ADX (previously it was still treated as a string) (Note: the confusion is that there is slightly different syntax when using datatable vs .ingest and I had used a combination of both DOH)
Today
merge from prefab_preprocess_fix
PlayerRigUpdate2 -> hackweek_golf
main -> hackweek_golf
Today
Now excludes inactive settings. And added todos for remaining work
Today
merge from main
Today
Blockout for rentable kiosk A
Today
Read the log file instead and run the server in the shell
merge from main
Today
meds box corpse
Today
armor box corpse
Today
merge from industrial_redirect_fix
Today
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Today
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Today
merge from sprinkler_obb_fix
Today
tool box corpse
Today
last one, texture setting adjustment for boxes and reducing AO texture size
Today
more texture setting adjustment for boxes and reducing AO texture size
Today
texture setting adjustment for boxes and reducing AO texture size
Today
charcoal box matrix added, prefab adjustments, corpse added, icon rendered, loca updated, AO texture reduced to 1k
Today
wip comps box fbx update
Today
Properly route stdout to the rust client Watch for server ready message, connect player once server has booted
Today
First steps for a local tutorial Start up a local server via debug.startLocalTutorial convar, currently only loads craggy
Today
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Today
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Today
Better fix, match the old capsule entirely with an OBB If anything this will allow sprinklers to hit more planters slightly
Today
Adjust sprinkler splash bounds box to more closely match last months behaviour Should fix sprinklers on walls
Today
Fixed redirect skins not working with Industrial filter optimisations Added a test to cover this case
Today
Fixed possible NRE when looking at an object thrown into a small ramp
Today
merge from bbs_exploit_fix_v2
Today
merge from lowfps_oven_improvements
Today
Improve handling of BaseOven at extremely low frame rates Still apply delta in increments of UpdateTime, but allow for multiple increments to be processed each tick to speed up the backlog Very minor HasAttachedStorageAdaptor optimisation, seemed to save maybe 0.01ms sometimes
Today
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