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4,868 Commits over 639 Days - 0.32cph!

30 Days Ago
merge from garagedoor_optims
30 Days Ago
Match LOD settings with skinned mesh
30 Days Ago
Closed and open garage door meshes impl
30 Days Ago
merge from codelock_entercode_cache
30 Days Ago
Increased the cache duration of IsBuildingAuthed calls from entity menus using the PrioritizeIfNotWhitelisted attribute Only used by codelocks Menu_Enter_Code so far
31 Days Ago
Swap garage door mesh to a mesh renderer when its fully closed or open, so they can batch together Keep the skinned mesh only when its busy (opening or closing)
31 Days Ago
merge from laserdetector_fastvehicles_fix
31 Days Ago
Fixed laser detector not detecting fast moving vehicles reliably
31 Days Ago
merge from io_serverrestart_fix
31 Days Ago
Reset seismic sensor on load from disk so it doesn’t get stuck after a server restart, if it was saved while ON
31 Days Ago
Fixed RF broadcaster staying ON after a server restart if it was saved while broadcasting
31 Days Ago
Added server version of Translate.GetPhrase
31 Days Ago
Added Translate.GetPhrase method, was needed to get phrase from a token
31 Days Ago
merge from naval_update/deep_sea
31 Days Ago
Moved entrance portal closer to the valid bounds end, was spawning too close from the island
31 Days Ago
Bump default ocean scale to 3 in deep sea
31 Days Ago
Deep sea weather presets
31 Days Ago
merge from naval_update
31 Days Ago
merge from naval_update/floating_cities
31 Days Ago
merge from naval_update
31 Days Ago
Codegen
31 Days Ago
merge from naval_update
31 Days Ago
Restored deep sea floating city prefab Moved floating city prefab out of autospawn, so it doesnt spawn with procgen
31 Days Ago
Fixed debug.printanimators command NREing when finding a null animator controller
31 Days Ago
merge from naval_update
31 Days Ago
merge from main
31 Days Ago
ResetStaticFields on LightLOD
31 Days Ago
Connected both water catchers to the water barrel in the farm barge
31 Days Ago
Fixed mess table static prefab not being mountable
31 Days Ago
Fixed BaseVehicle inspectors not drawing the BaseEntity manifest info buttons
31 Days Ago
Removed MonumentInfo component from floating city 1 and 2 scenes
31 Days Ago
merge from naval_update
31 Days Ago
Removed monument info on floating city prefab. Its landmark was being added to TerrainPath and isn't cleaned up when the floating city is killed by the deep sea wipe, causing NREs later Also added a null check in MapView.SetupMonuments
32 Days Ago
Fixed rain not working in deep sea because of thunder not being deep sea aware (Effects still not working as they are spawning 500m up in the sky)
32 Days Ago
Fixed deep sea weather state sharing the same instance as the main island weather state
32 Days Ago
merge from store_atlases/v2
32 Days Ago
Fixed some store blurry icons
32 Days Ago
merge from store_atlases/v2
32 Days Ago
merge from bed_skinviewer
32 Days Ago
Added bed to skin viewer
32 Days Ago
merge from main
32 Days Ago
Steam DLC packs atlases
32 Days Ago
Rest of the misc packs atlases
32 Days Ago
More pack atlases, cleanup
32 Days Ago
Building skins and hazmats atlas variants
32 Days Ago
Experimenting with atlas variants, so we can have a downsampled variant we can use for gallery miniature images instead of relying on mip maps Disabled mip maps on all store atlases and assets
33 Days Ago
merge from store_atlases
33 Days Ago
Fixed atlas issues in steam inventory screen
33 Days Ago
merge from main
33 Days Ago
Switched TimeToWipe to a syncvar, removed the network update and let the clients calculate their end of wipe weather lerp Deep sea wipe convar are replicated 2/? (plastic being plastic)