130,933 Commits over 4,232 Days - 1.29cph!

2 Months Ago
merge from main
2 Months Ago
merge from monument_shuffle
2 Months Ago
merge from monument_shuffle
2 Months Ago
merge from stringpool_warnings_investigation
2 Months Ago
junkyard building block changed to sphere No loot location changes If monument spawns in T1, spawns better loot compared than T0 S2P
2 Months Ago
Satelite dish minior loot suffle Changed prevent building zone to sphere Switched all crate spawns to tier loot (better loot if monument in T1 and T2) S2P
2 Months Ago
merge from drone_storage_slot
2 Months Ago
don't let market drones brick the server with bad entityref access
2 Months Ago
S2P radtown_small_3 Minior spawn location changes
2 Months Ago
merge from main
2 Months Ago
shuffled loot locations of train yard Fixed max population exceeding spawn points - meaning loot rarely spawned inside each other Added more loot spawn positions S2P
2 Months Ago
shuffled locations of water treatment plant loot Moved diesel behind puzzle S2P
2 Months Ago
Add new BlockType to ConstructionSocket with Building/Boat options, defaults to Building. ConstructionSocket.IsCompatible checks block type matches so building and boat blocks can no longer be connected.
2 Months Ago
merge from meta_shift
2 Months Ago
tweaked shote_crate filters
2 Months Ago
merge from /meta_shift/monument_loot_shuffle
2 Months Ago
merge from main
2 Months Ago
merge from fix_vitals_sorting
2 Months Ago
merge from vehicle_damage_stat_display
2 Months Ago
merge from marker_teleport
2 Months Ago
merge from bear_meat_20
2 Months Ago
merge from sleeping_bag_shadows
2 Months Ago
merge from optimize_flashlights
2 Months Ago
merge from codelockedhackablecrate_modded_prefabs
2 Months Ago
merge from Wildlife_Cull_JungleAnimals
2 Months Ago
merge from decay_scale_ui_fix
2 Months Ago
Merge from boat_building
2 Months Ago
Merge from parent
2 Months Ago
Merge from main
2 Months Ago
Terrain material improvements.
2 Months Ago
Prefab scaling changes vs desert variant.
2 Months Ago
Tree related decal stuff
2 Months Ago
Helper methods for: Quickly checking if flags have changed between two flag sets Quickly checking if flags have changed between two flag sets Quickly checking if two entities are the same prefab (removes a bunch of GetEntity and prefabID checks) Quickly checking entity realm Quickly checking if item is in container Quickly checking if item is new
2 Months Ago
Compile fixes
2 Months Ago
Bunch of jakes suggestions: Renaming Creation of a general Safety class which can check items and throw exceptions if specific issues come up Integrate item safety class Keep assert stuff here as well
2 Months Ago
Merge from main
2 Months Ago
Fix compile errors
2 Months Ago
main -> facepunch_assert
2 Months Ago
full_drone_marketplace_fix -> main
2 Months Ago
merge from fix_admin_logging -> main
2 Months Ago
Print off `[Config File]` in the admin logs instead of `[Unknown]` when commands are read from a config file
2 Months Ago
flex_layout_manager_spam -> main
2 Months Ago
Add a Temp FlexLayoutManager, which will prevent the 'There is no FlexLayoutManager' error spam in bootstrap
2 Months Ago
WIP setup for playing notification sounds for monument events
2 Months Ago
missed files
2 Months Ago
assembly definition if i end up convinced to pull this to main
2 Months Ago
Our own small assertion library. Supports everything you'd expect with minimal overhead. Minimal abstraction. Throws failed conditions in debug.logerror so we can actually use it on staging effectively. Allows us to do assertions on CLIENT/SERVER specifically - takes advantage of our symbols Eg: FAssert.ThatOnServer(test == 5, "Success!")
2 Months Ago
compile_simulator_unused_variables -> main
2 Months Ago
Compile simulator will now treat 'field is assigned but its value is never used' as an error: just like our build server
2 Months Ago
syncvar_crosssave_fix -> main