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8,212 Commits over 1,004 Days - 0.34cph!

1 Hour Ago
merge from scrap_king_buildingskin_dlc
1 Hour Ago
Fixed roof overhangs collider info using OnlyBlockBuildingBlock instead of OnlyBlockDeployables
1 Hour Ago
merge from main
3 Hours Ago
Fixed entity spawning renderers after it was parented not setting them as dynamic (plants) Fixes plants growing on boats disappearing after sailing
3 Hours Ago
merge from plants_dynamicculling_fix
Today
merge from mirrored_stairs
Today
merge from scrap_king_buildingskin_dlc
Today
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Today
Generated scrap king mirrored stairs
Today
Fixed boat building block showing wrong toast when rotating them
Today
merge from main
Today
Fix building split every time a block is flipped
Today
Don't allow rotation or flip when a deployable is on the stairs, to avoid accidental destroys Its using the shelves pickup volume stuff
Today
Cleanup, fixes, tests
Today
merge from updaterequired_improvements
Today
Tweaked wording
Today
L and U stairs rotatable after placement
Today
Fixed rotation and flip checks not taking final rotation into account Fixed flip resetting the 10min window Demolish option now says You need building privilege when trying to demolish a block in a building with no TC
Today
Fixed skull trophies invisible in the skin viewer
Today
Fixed demolish option showing Building blocked when you can still build Now shows a toast like the other option when selected when disabled
Yesterday
Show the blocked reason in a toast if blocked when attempting to flip or rotate a block
Yesterday
Rotate and flip share the same slot in the pie menu and E/Q switch between them like building skins We merge them together to not break muscle memory and shift the building tiers around
Yesterday
Added all the mirrored stair skin prefabs Can bake all the meshes and prefabs using Tools > Building Blocks > Bake Mirrored Stairs
Yesterday
Added mirrored versions of the L and U stairs - can be flipped with SHIFT + R when deploying - or using the hammer if placed less than 10 minutes ago https://files.facepunch.com/Flavien/oFr7SIxlXyO1eTFm.png
Yesterday
merge from dynamiclod_parenting_fix
Yesterday
Fixed lights staying off after being reused from the pool or switched back on, when they were occlusion culled at the time (from 163706)
Yesterday
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Yesterday
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Yesterday
Fixed quit button
Yesterday
merge from updaterequired_improvements
Yesterday
Tweaked wording, translations
Yesterday
Changed "Client update required" kick message wording. Can be translated too
Yesterday
merge from skinviewer_waterpurifier_fix
Yesterday
Fixed water purifier showing its viewmodel in the skin viewer (its using the old deployer still)
Yesterday
Compile fix
Yesterday
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Yesterday
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Yesterday
Missed a file with 168870
Yesterday
merge from dynamiclod_parenting_fix
Yesterday
Fixed light occludees and LODs not being marked as dynamic when their entity is parented. Setting an entity dynamic only reached active children, so inactive renderers stayed static Fixes lamps on player boats disappearing after moving away from where they were switched on
Yesterday
merge from automated_testing
Yesterday
Removed TestMethodAsync, we use TestMethod for all test methods now
Yesterday
Building block tests checking the roof overhangs only block deployables
Yesterday
merge from main
Yesterday
Fixed lights switched on beyond their culling distance flashing at full brightness before turning off
Yesterday
merge from ambientlight_lod_fix
Yesterday
merge from skinviewer_cartbutton_fix
Yesterday
Fixed skin viewer showing a cart button when open from the steam inventory
3 Days Ago
merge from ramp_deploy_fix
3 Days Ago
Fixed triangle foundation deployable on top of brutalist ramps