141,897 Commits over 4,383 Days - 1.35cph!

Yesterday
Update: add ClientVisibilityProvider - mostly a dud Provider, most methods do nothing - Upodated all places to use ClientVisibilityProvider instead of null This allows to remove groups from Network.Visiblity.Manager Tests: booted into craggy, ran GameTraceTests
Yesterday
Massaged the broken time acceleration curve to increase night time to be closer to 10 minutes again.
Yesterday
NPC's now use the server gesture start method rather than sending player signals, fixes them not hiding their currently held entities when starting gestures Added faster dictionary lookups to GestureCollection
Yesterday
Fixed Lumberjack Hoodie not working in Industrial Conveyor
Yesterday
Switch mortar firing button from reload to primary fire.
Yesterday
Update: instead of iterating all netgroups, add Provider.ForEach(layer, callback) method - get rid of Visibility.Manager.Groups accessor This removes public access to groups dictionary, so almost there to remove it Tests: booted to craggy, opened deep sea and ran deepsea.printentitycount
Yesterday
merge from split_dump_command
Yesterday
Mortar animator update and anim exports
Yesterday
switch to args.ReplyWith
Yesterday
Fixed nuke EffectRecycle prefab errors.
Yesterday
Updated joint hierarchy for mortar
Yesterday
Update: Visibility.Provider now can create network groups in a thread-safe fashion - organized hardcoded groups into their own collection - Network.Visibility.Manager now defers to provider's GetGroup and TryGetGroup Not sure if I want to support NetworkVisibilityGrid on CLIENT or not, but will try to clean it up in a bit Tests: Booted and ran around on craggy. compiled for all modes separately
Yesterday
Remove entity mod from mortar shells
Yesterday
Update manifest
Yesterday
Delete old placeholder mortar entities
Yesterday
Mortar IK ref points updated and anims exported
Yesterday
exported edited salvaged hammer refresh vm anims
Yesterday
Merge from main
Yesterday
Updating mortar rig with hand IK targets
Yesterday
String material texture offset gets updated according to the current rotation of the wheel bone
Yesterday
Undo changes to player_info_s
Yesterday
apartment complex exterior baked LODs
Yesterday
workbench upgrades models and textures (salvage, recycle and comfort)
Yesterday
merge from main
Yesterday
Can't open upgrade inventory if building blocked
Yesterday
merge from hair_fixes
Rin
Yesterday
merge from bandit_sentry_culling_fix
Rin
Yesterday
merge from armored _ladder_hatch_material_fix
Yesterday
Add ApplyVertexColorStrength and ApplyVertexAlphaStrength to material property block for hair dye
Rin
Yesterday
merge from floating_city_oilrig_leg_fix
Rin
Yesterday
merge from ferry_terminal_nets
Yesterday
Added support for per workbench-level upgrade visuals. Assigned reinforced visuals for all workbench levels.
Yesterday
Hook new navmesh to ghostships and tropical islands
Yesterday
Fixed hair caps not working on some player seeds Disabled shadows on midlength hair
Yesterday
Rentable Shop D - LODs, collision, shutter LODs, shutter polish, replaced models with prefabs in main prefab
Yesterday
Fix client server compile errors
Yesterday
Don't reset new speed consistency test params between runs
Yesterday
▆ ▄▉▌▍▄ ▊▅▊▇ ▄▊▅▉▊▋█▉▌▉▇▄█▇▅▊▌▌▍▄▊
Yesterday
▊ ▌ ▌▊▉ ▅▅▊█▍▇▌█ ▄▍▅▍▍▌▅▅ ▌▆▍▄▍▄▅▊▆▆▊▊█▊▄▄▌▉▉▇ ▉▊▊▄▍▋▋▍▌▅▉ ▇▆▊▌▉▌▊▉ ▅▍▍▆▋▋▅▍▇▌ ▅▅█▆ ▋▊▅ ▊▍▅▆▇▆▋▅ ▊▆▇▌▌▉▅▆▍█ ▇▉█ ▌▆▋ ▋▇▄▋▄ ▅▅▉▍▋▌▍ ▉▇▌▋▆▄▅█ ▋▅▉▇▄ ▍█▌▇▅ ▊▋▊▇█▍▅ ▄ ▅▉▅ ▌▌▅▋▆ ▊▊▉▊▆█▋▌▍ ▊▌▋ ▊▄▊▆▅▌▄▄▆ ▅▍▍▉▅▍▉ ▇▍▆█▉▌▆ ▌▇▋▌▆▄▌█▋ ▅▇▇▄▌▌▊▄▄▊▍█▋ ▉▄▄▉▅█ ▍▇█▅▌▌▌▍█ ▍▌▄█▋▅▌▆▌▌▋ █▇▆▇▍ ▍▋ ▅▋▊▋▊ ▌▇██▋▆▉▆ ▍▍▅▅▆▉█▋ ▊▋▌▆▊ █▄▊▅▄▆▍▄▋▅▋▅▅▆▅▆ ▊▅▄▇▊ ▋█▅▅▅█ █▄▉▍▌ ▉▄█▇
Yesterday
Merge from workbench_upgrades
Yesterday
Fixed visual spawning method breaking initial LOD functionality.
Yesterday
Updating skinning for mannequin
Yesterday
Rebase on /main
Yesterday
Fix missing visual prefab link on reinforced item
Yesterday
Subtract mesh changes to prevent conflicts
Yesterday
Fix reinforced placement links
Yesterday
Break prefab connections on all upgrade visual placement guides for Workbench 1,2,3. Remove the components added by source prefabs. Renamed to show they're placement locations.
Yesterday
exported edited salvaged hammer refresh vm anims
Yesterday
Electric Furnace - updated game and workshop models to remove small overlapping parts