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158,919 Commits over 4,597 Days - 1.44cph!

10 Days Ago
Fixed demolish option showing Building blocked when you can still build Now shows a toast like the other option when selected when disabled
10 Days Ago
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10 Days Ago
Merge from main
10 Days Ago
Recreating the render pipeline on a graphics device reset to prevent issues with render textures being uninitilized when loading RenderDoc
10 Days Ago
Predicted dropped grenades now inherit velocity and spin from the viewmodel
10 Days Ago
Merge from main
10 Days Ago
polish pass on customiser walk in animation
Rin
10 Days Ago
Updated Alien Costume description Swapped Manor and Cultist tile descriptions
10 Days Ago
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Rin
10 Days Ago
committing a bunch of .meta files that won't go away
10 Days Ago
merge from vcc
10 Days Ago
Fixed an issue with AutoExposure that was causing the scene view to go black in the editor when loading RenderDoc
10 Days Ago
Additional diagnostics
10 Days Ago
Collapse odd verts on LOD borders to handle seams, removes need for multiple meshes Give terrain inspector better sliders per LOD and more info Improve terrain cell snapping and padding with the other mesh topologies
11 Days Ago
Merge from hempcolourblind
11 Days Ago
Inverted the mask of the hemp accessibility tint, only affects the bud now Did a big clean up, impostors don't show the bud so we no longer need an impostor baked per colour setting
11 Days Ago
Show the blocked reason in a toast if blocked when attempting to flip or rotate a block
11 Days Ago
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11 Days Ago
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
11 Days Ago
Swap net lods to use distance comparisons instead of cells to ensure its consistent between small and large network entity settings
11 Days Ago
Merge from belt_main_priority_stack
11 Days Ago
When right click transferring items from a container only move those items to the belt if there is an unfilled stack that we can fill up, otherwise it will go into the main inventory
11 Days Ago
Added all the mirrored stair skin prefabs Can bake all the meshes and prefabs using Tools > Building Blocks > Bake Mirrored Stairs
11 Days Ago
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
11 Days Ago
Merge from spray_anim_fixes
11 Days Ago
Fixed spraycan becoming unusable until the item is requipped if player sprays at a surface and then quickly looks away Also fixed spraycan 3p spray anim playing twice
11 Days Ago
main -> network_lods
11 Days Ago
- Massive code cleanup - Reduce/remove a bunch of un-needed allocations - Remove some un-needed procedural eye code
11 Days Ago
Merge from double_anim_event_fix
11 Days Ago
Don't allow multiple identical animation events to fire in the same frame on PlayerAnimationEvents We're now running concurrent, identical controllers on a single animator and when they use animation events they are both firing at the same time
11 Days Ago
merge from main
11 Days Ago
Fix server collider for sail having both the "lowered" and "raised" colliders active after it was first spawned
11 Days Ago
Add test for it
11 Days Ago
Add 50MB zip test case
11 Days Ago
Add ability for room occlusion to take one of the newer saves with cached entity links and export that directly to a full server state of the world (instead of only splitting it into multiple copy paste files) - allows loading an entire server to benchmark performance - can now zip base occlusion test fixtures because JSON files don't scale well to 400MB (who would have expected)
11 Days Ago
Tests
11 Days Ago
Codegen
11 Days Ago
Fixed building blocks being destroyed causing doors to be recalculated when they didn't need to be
11 Days Ago
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11 Days Ago
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11 Days Ago
scrap king - updated frames and their gibs, blocks import settings, foundation steps movement collider
11 Days Ago
merge from dynamiclod_parenting_fix
11 Days Ago
Fixed lights staying off after being reused from the pool or switched back on, when they were occlusion culled at the time (from 163706)
11 Days Ago
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11 Days Ago
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11 Days Ago
Fixed quit button
11 Days Ago
merge from updaterequired_improvements
11 Days Ago
Tweaked wording, translations
11 Days Ago
merge from main -> base_occlusion
11 Days Ago
Another fix for sails - check if the placement is valid before it does the 5cm shift that some deployable placement guides use to prevent visual clipping - sails were unique in that they actually were affected after their placement was moved 5cm causing the sail to appear valid yet it would be blocked when the sail in front of it was lowered