129,712 Commits over 4,201 Days - 1.29cph!

Today
Fixed storage adaptor input slot not showing handles
Today
Only allow sorting while powered Remove automatic mode Apply translations
Today
Merge from main
Today
Merge from water_jump_height_change
Today
Increase jump up height when exiting water onto a ledge (13 -> 18)
Today
Merge from rpg_skin
Today
Fix ammo vis not initialising properly in some cases
Today
Merge from main
Today
Merge from food_qol
Today
Allow food to be stacked regardless of spoil time in the cooking workbench, will use the lowest spoil time so use with caution (food safety is no joke)
Today
merge from qol_backpack_gather -> main
Today
Fully fix give notices not taking backpack items into account - was scheduling a second update 0.1s after that didn't use the backpack code in previous commit
Today
Food will now no longer spoil if it is in the arctic biome
Today
Try to fix it not including the backpack items in total item count pickup notice, but it's being weird in editor
Today
Items collected when "gathering" will go to backpack automatically when main inventory is full - trees, nodes, corpses - collectables (hemp, stone on ground) - growable plants - doesn't apply when looting, only when gathering items from world
Today
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Today
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Today
Fix compile error
Today
merge from multiline_console
Today
Fix unintended new lines after auto completing commands.
Yesterday
Setup floor.frame.triangle prefabs, sockets, added to boat planner.
Yesterday
Merge: from analytics_v2_expose_telem - Can view AnalyticsV2 stats via analytics.stats, analytics.tablestats and analytics.uploaderstats Tests: used above to check stats in editor
Yesterday
Buildfix: missing return path in NetworkReadEx Tests: ran "Test Compile Errors"
Yesterday
Setup floor.wood prefabs, sockets, added to boat planner.
Yesterday
Merge: from main Needs codegen
Yesterday
Update: AnalyticsV2 - Azure uploader will update uploading client if endpoint settings change Tests: changed settings and checked with debugger
Yesterday
Fixed networking of ammo types for weapons Bump steam.inf Remove lua_matproxy_nobindmat Matproxies no longer push thousands of material objects to Lua Removed dummy user messages for removed haptics stuff Change ScreenFade network to just use floats Get rid of CHudMenu & its usermsg Remove dummy vote HUD user messages Remove Lua hacks that depend on up to date clients Changes around sv_visiblemaxplayers * It is now networked to clients and used for the loading screen data (in place of maxplayers), also appears in server_spawn event (on client?) * Add convar limits to sv_visiblemaxplayers (-1 to 128) * Removed unused globals set by `loading.lua` * Removed server data printed to console from loading screen (most of that data is duplicated by console print from server anyway) * Updated the aforementioned console print from server to include more data * Updated the color of the aforementioned console print (SVC_Print) to be unique Nuking SVC_Menu Improve networking precision of world clicker * This fixes VERY jumpy tool ghosts in singleplayer when using context menu aiming, especially close to crosshair.
Yesterday
Turn some DevMsg to DevWarnings * has an invalid spotlight * Warning, funcladder with block * --- Host_NewGame --- Properly prevent damage-inducing view punch from falldamage * It is applied from server only, so causes prediction errors. Falldamage viewpunch is already applied in the game movement code anyway.
Yesterday
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Yesterday
Manifest update
Yesterday
Compile fix
Yesterday
Clean: replace ClientVar + ServerVar with ConsoleVar Generates less commands, avoids duplication in console autocomplete Tests: ran stats command - it worked
Yesterday
Update: AnalyticsV2 - allow resetting stat tracking Tests: logged stats before and after reset
Yesterday
merge from Halloween_25_Update/PH
Yesterday
Update: AnalyticsV2 - expose stats via convars Available via analytics.stats, analytics.tablestats and analytics.uploaderstats Tests: enabled v2 analytics and ran above commands
Yesterday
Disabled some props from the GhostShip that will be in the lighting prefab instead. Transmission on the blue plastic fish crates. New signal light materials for red/green/white Working scene progress.
Yesterday
Card table world canvas culling based on distance
Yesterday
disable potato terrain rendering (shader level 1), level 2 new minimum terrain quality
Yesterday
Run anims on place/block change
Yesterday
Fix compile error
Yesterday
Final gen
Yesterday
rpc_improvements -> main
Yesterday
shadows render correctly
Yesterday
Generated new HLOD for floating city 1
Yesterday
building planner view model, new world model, materials, using reskinned wallpaper viewmodel
Yesterday
Added scene2prefab tags to casino and floating walkways to make sure they get picked up by the HLOD generator
Yesterday
switched HashSet to ListHashSet in BoatAI to get rid of enumerator alloc
Yesterday
Adding new v4 driiving anims to source
Yesterday
Ship lighting progress.