130,225 Commits over 4,201 Days - 1.29cph!

Yesterday
Add `drawpuzzleresets` convar so you can ddraw the puzzle resets & radiation ranges at runtime - will only show to admins who are inside the reset ranges - will update every 10s, based off puzzle reset code
Yesterday
Remove debug drawing
Yesterday
Setup remaining blocks
Yesterday
Updated folder paths, updated test list
Yesterday
merge from cargoship_cameras
Yesterday
Update network groups of cargo cameras inside the main cargoship movement update Fixes an issue where they stop working after cargo left its original spawn position
Yesterday
Renamed Tests folder to AutomatedTests
Yesterday
Wrapped all the test code in #if DEBUG
Yesterday
DDraw .meta files
Yesterday
Merge: from networkpositiontick_reduce - Optim: buoys, containers, water-junkpiles and vines no longer always replicate their position. Reduces number of NetworkPositionTick invokes from 2309 down to 522 on 4.5k map Tests: interacted with each prefab type, observed up close and from afar
Yesterday
Update: codegen Tests: editor compiles
Yesterday
Merge: from main
Yesterday
Cherrypick DDrawCommand from naval update
Yesterday
merge from main
Yesterday
Loot Panel sorting ui
Yesterday
merge from boat_building
Yesterday
exported updated 3p chainsaw anims, also setup chainsaw entity to use r prop and removed offsets translation/rotations from the lods
Yesterday
merge from naval_update
Yesterday
merge from deepsea_height_data
Yesterday
Bugfix: profile.CountSyncMoveEntities - check if invoke handlers are not instantiated - Also add a total count Tests: used it while swinging from vines
Yesterday
undid temporary boat code, now using heightmap queries regularly
Yesterday
simple deepsea/mainland heightmap query split (5th iteration of it) - currently limited to positional queries, normalized coord queries map directly to mainland data still - also fixed issue with deepsea shorevectors where they weren't being rotated into worldspace properly and still pointed in localspace directions
Yesterday
rebaked tropical scene shore data to include heightmaps
Yesterday
Optim: VineSwingMountable no longer syncs positions by default Should save another 0.7ms Tests: Swung across multiple vines in playground_vineswinging, descended on one to ground
Yesterday
Fix exec command attributes, add `bot.exec_command_all` to execute commands on all bots.
Yesterday
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Yesterday
Add `bot.exec_command` and `bot.exec_command_sphere` to execute commands on bots.
Yesterday
Knight Armour vest and pants repose.
Yesterday
More setup and experimenting.
Yesterday
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Yesterday
Fixed FindPrefabPathsByLabel returning assets that contained the target label ("BaseVehicle" was returning assets with "BaseVehicleSeat" for example)
Yesterday
correcting for height data normalization, denormalize with baked info and renormalize to current world size on application - lets us be consistent with how we interpret height data betweek deepsea and mainland
Yesterday
Missed some floating walkway commits
Yesterday
Fixed glass mesh layer (transparent > world)
Yesterday
Consolidated into new lighting prefab.
Yesterday
merge from pivot_or_die
Yesterday
Compile fixes
Yesterday
When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway
Yesterday
Fix scientists trying to shoot through glass on ghostship, the glass windows were setup incorrectly (using the transparent layer instead of world)
Yesterday
Centralize logic that checks if a npc bullet will be blocked if they fire
Yesterday
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Yesterday
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Yesterday
Remove disabled gameobject from new UI
Yesterday
Another attempt at fixing new scientists unable to shoot the player's head when it's the only thing poking out
Yesterday
Merge from ui_improvements
Yesterday
M4 shotgun spawns inside hackable crates again L96 chance lowered
Yesterday
Reduced autoturret loot chance (increased too much last update)
Yesterday
Removed blue keycard from outpost vendor
Yesterday
Boat Vendor now sells DPV for scrap
Yesterday
DPV now requires metal fragments rather than HQM to craft