137,823 Commits over 4,324 Days - 1.33cph!

Yesterday
deepsea.enabled convar default to true (needs to be specified now that its a ReplicatedVar)
Yesterday
Fixed import on G note tuba play anim (needs at least 1 frame)
Yesterday
Merge from modular_boats_rw
Yesterday
Merge from hackweek_boxsorting
Yesterday
Merge from fix_grenade_split_world_skin
Yesterday
Merge from coconut_collider_fix
Yesterday
Merge from collectable_optim_pass
Yesterday
Remove server colliders on all plantable berries, corn, potato, wheat, orchid, rose and sunflower
Yesterday
Don't strip out animation clips that are being used for root motion on AI (we probably can strip these but it's easier to just include for now)
Yesterday
Remade water barrel collider with primitives, it had a non-convex mesh collider
Yesterday
Moved all the RegisterSplashable calls from ServerInit to OnDeployed and PostServerLoad so they're correctly flagged as mobile by the grid (parent wasn't set yet in ServerInit)
Yesterday
Remove collider on server from hemp.entity Update GrowAll command to work via Query instead of Vis
Yesterday
Reduced minecart planter colliders count from 16 to 4
Yesterday
All IO water items deployable on boats
Yesterday
Merge from main
Yesterday
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Yesterday
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Yesterday
Merge from fix_roof_debris
Yesterday
Fixed ceiling fluorescent light invisible cables and meleehack invalids
Yesterday
Merge from growable_menu_changes
Yesterday
Merge from print_speed
Yesterday
Merge from fix_backpack_priority_attire
Yesterday
Merge from kapok_branch_col_optim
Yesterday
Fix missing return value on Matrix()
Yesterday
merge from naval_update/io_boats
Yesterday
Compile fix
Yesterday
Use GetRootParentEntity instead of the new GetRootParent method
Yesterday
- Optimise WorldPositionGenerator, this was the most expensive job in the new work queue and is now showing as at least 30x faster at in testing - Optimise MissionPoint type position generator so it no longer always iterates through all mission points on the server - Now check when we last revalidated each mission before adding it to a run of the work queue rather than just checking time between runs of the work queue itself - Move work queue run cooldown to a servervar 'missionValidStateWorkQueueCooldown', and added 'missionPerValidStateCooldown' to configure cooldown between revalidating individual missions - Add servervars 'resetmissions' and 'resetmissions_alll' to reset missions progress for a target player or all players on a server. Useful if saved missions progress is borked without having to reset entire player state - Player now requests a mission valid states update when they join a server, so map markers will be ready for when they first open their map
Yesterday
Minor adjustment to branch collider
Yesterday
Merge from main
Yesterday
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Yesterday
Can't connect IO entities not sharing the same root parent
Yesterday
More IO prefabs deployable on boats
Yesterday
Fixed some broken rock formations in NMS (scene only)
Yesterday
Merge from windturbine_deploy_sfx
Yesterday
Merge from improved_embrasures_colliders
Yesterday
ioentity.allow_on_boat now blocks placement of all io entities on boats (just a temp killswitch)
Yesterday
Merge from ambient_light_lod_fix
Yesterday
Merge from 20mindayextension
Yesterday
Merge from main
Yesterday
Merge from hackweek_meshlod_qol
Yesterday
GetAuthoredShadowCastingMode on MeshLOD now respects the new disable shadows setting Disabled shadows on all LODS after 0 on the static phone both for testing
Yesterday
Merge from main
Yesterday
Wire snapping works on moving boats
Yesterday
Remove 12char cap on net_showudp names Added ActivityWeight/ActivityID to util.GetModelInfo sequences Remove auto generated server flags * It's been long enough for people to adjust to setting sv_location Fixed some potential crashes Potential optimizations for Matrix() * Should be a bit faster, especially when not using table as first arguments Potential optimization for Angle() (same as Vector at some point before) Clamp BodyMoveXY playback rate to networking limits Merge PR: Ability for Sandbox NPCs to randomize their model
Yesterday
Test list
Yesterday
Fixed electric furnace deploy volume not including Vehicle_Large
Yesterday
Remade large battery collider with primitives, it had a non-convex mesh collider
Yesterday
Fixed a bunch of wire tool local/world position issue IO lines toggle their dynamic LOD when created if parented to a boat IO lines plug effects are played locally
Yesterday
merge from workshop_animator_controls -> main