161,606 Commits over 4,597 Days - 1.46cph!

11 Days Ago
Delete vpk_osx32 Linux build fixes * Don't build datamodel for 64bit dedicated servers (unused) * Fixed compile error on Linux64 introduced by recent StudioMDL changes * Fixed Linux64 client trying to build for 32bit and failing * Move Linux64 binaries into a subfolder to match x86-64 * Remove "64" suffix from Linux64 .so files * More of the client builds StudioMDL Linux build progress * StudioMDL builds, runs and can build models on Linux (64bit) * The only caveat is that I have to comment some unfixed/unported stuff for it to work properly (TODO) Fixed a crash with Vehicle:SetWheelFriction
11 Days Ago
Use a sparse grid for CullWhenInside so foundations changing only queues nearby bushes into the work queue Add some pool analyzer attributes
11 Days Ago
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11 Days Ago
Updated icon meta for garage door, box and charm (broke during merge i suppose)
11 Days Ago
Premium Warhead Box - Added WIP conditional meshes for adaptors
11 Days Ago
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11 Days Ago
Reset the flag when pooled, doesnt seem to cause issues but good practice
11 Days Ago
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11 Days Ago
merge from ugc_censor_option -> main
11 Days Ago
fix compile error
11 Days Ago
merge from demoui2_fixes
11 Days Ago
Set timeout for uploads of signs to 10s
11 Days Ago
Merge from main
11 Days Ago
Fixes from API changes - max amount of uploads queued to 1k - include server ip & port in JSON body instead of headers - update endpoint
11 Days Ago
Building blocks, workbenches, planters, container io entities now also override IsEntityDynamic to false so things attached to them can be static Also update dynamic state when the ancestor parent changes (could cause issues when for example a storage adaptor is parented to a box which then gets parented to a boat, but the adaptor wouldn't know)
11 Days Ago
merge from batch_all_packets -> main
11 Days Ago
merge from batch_all_packets -> main
11 Days Ago
Match network to main (since it will be increased during staging wipe)
11 Days Ago
Enable jakes dynamic_occlusion_pausing by default again Possibly fix the "door stuck half open after alt tabbing" issue that caused us to revert it last time
11 Days Ago
merge from demoui2_fixes
11 Days Ago
fix physical cam
11 Days Ago
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11 Days Ago
Fix after merge
11 Days Ago
Fixed batch groups staying unbatched for good when their rebuild got cancelled by another change in the same cell
11 Days Ago
Fixed LODs being worked out from the camera position before a respawn or CCTV switch (regression from 169523)
11 Days Ago
merge from main -> ugc_censor_option
11 Days Ago
update from main
11 Days Ago
merge from main -> batch_all_packets
11 Days Ago
Cut offset distance customisation.
11 Days Ago
Add a saw model prefab. Bunch of fixes/improvements
11 Days Ago
Tiny polishy fixes to lamphouse light damage stages
11 Days Ago
Ensure rad water sprinklers turn on the right color initially
11 Days Ago
exported wip 3p uzi animations
11 Days Ago
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11 Days Ago
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11 Days Ago
Floor rules
11 Days Ago
Polish to damaged lighthouse lamp states, added in repeating LOD3 elements to individual LOD3s
11 Days Ago
More track/glow fixes/improvements
11 Days Ago
Fix LODComponentParticleSystem allocating a delegate on every show, hide and disable
11 Days Ago
Timing improvements. Snappier action. Fixed some render order issues. Fixed some track issues.
11 Days Ago
merge from scrap king building skin
11 Days Ago
scrap king interior wall changed to rusty corrugated, updated the sitem description
11 Days Ago
Added components to lighthouse scene to make it playable for testing. S2P on the prefab stuff.
11 Days Ago
Added support for seagull group flying sounds and seagull disperse sounds
11 Days Ago
Disable 78 baked LOD isDynamic flags from 44 prefabs that never move on their own, main ones include loot crates, diesel barrel, industrial crafter and conveyor lights They will still become dynamic when parented as usual, but now they can be static when not DisplayingBoxStorage now creates the visuals at their position before enabling them, and applies the box's dynamic state to them when spawned - allows making all of the 17 contents prefabs not dynamic by default
11 Days Ago
Add a proper motion vector pass to the deploy guide
11 Days Ago
merge from main
11 Days Ago
increase network range of groups (bc they can be far but still visibly moving)
11 Days Ago
compiler fixes
11 Days Ago
Merge from animal_renaming