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12,375 Commits over 2,588 Days - 0.20cph!

1 Hour Ago
Created 8 new sprinkler tests to catch an issue with sprinklers visibly splashing but not applying water to planters after a server restart They all fail right now Remove server.useLegacySprinklerLoadProcess, should no longer be needed
4 Hours Ago
Updated the particle effects of the spray can to broadly match the texture being sprayed Approximates the colour via a texture lookup. gets cached per texture so it only happens once per skin in a session
4 Hours Ago
Merge from vm_hand_spawn
4 Hours Ago
Remove the hand_mesh from v_building_planner_rig (hacky removal, proper re-export will be better but this should allow us to verify memory savings)
Today
Merge from vm_hand_spawn Only active on building_planner for testing, other vm's are unchanged
Today
Merge from main
3 Days Ago
New tool Tools > Find > Unreferenced Assets Scans the project for assets that are not referenced by anything, tracing chains so that eg. a texture referenced by a material that is not used anywhere will be counted as unused Can't catch everything - assets loaded by string path in scripts won't be caught by this tool, so use with care
3 Days Ago
Merge from hide_services
3 Days Ago
Remove the Services window in the menu bar Add an option in the editor prefs to re-enable it if we need it
4 Days Ago
Sleep state fix
4 Days Ago
Merge pipes into a single mesh based on distance and matching material
4 Days Ago
Unsaved, spawn grid command
4 Days Ago
Switch the PipeMesh mesh upload process to use SetSubMesh instead of SetTriangles which allocates a bunch Calculate normals for industrial pipes in the job, not on main thread Seems to be about 15% faster on main thread and removes some allocations Also enabled burst compiling on the job itself, seems to be 10-20x faster but that doesn't help us on the main thread (can't hurt) Added 3 new tests for industrial pipe generation, ensuring the vert count and normals are generated correctly as well as a general performance test
11 Days Ago
Fixed the player sometimes transitioning to standing animations while swimming near the surface of the ocean Involved fixing a clamp that has always been there and has never worked that minimises vertical input when at the water level This fixes the issue but seems to make jumping out of the water a little harder as the player is much more aligned with the water level, will need some further testing and possible changes to the water jumping mechanic
11 Days Ago
Fixed NVG scientist heads not appearing on trophies
11 Days Ago
Better fix, use a TerrainPlacementBlocked component
11 Days Ago
Subtract 160438, would have had unintended side effects
11 Days Ago
Painted the area around the crude pumps at dome with road topology to prevent trees spawning there
11 Days Ago
Sleep fixes
11 Days Ago
Updated to use the correct arms only viewmodel
11 Days Ago
Stats boilerplate, save load Sleeping behaviour
13 Days Ago
Merge from main
13 Days Ago
Add checkbox to spawn a hand model at runtime on BaseViewModel Should allows us to delete the hand mesh from each viewmodel which is just a duplicated mesh, save some memory The hand mesh itself is pooled, didn't seem to make a huge performance difference Deleted hand model from building planner viewmodel as a test case
17 Days Ago
Fixed loot satellite clan event
18 Days Ago
Hooked up gas pumping sounds
18 Days Ago
Merge from PlayerMaintainedMonuments
18 Days Ago
S2P airfield
18 Days Ago
Subtract 159563 (will need to s2p to be safe)
18 Days Ago
Merge from PlayerMaintainedMonuments
18 Days Ago
Satellite launch computer now requires stage 4 power
18 Days Ago
Whoops, that should be stage 3 Also applied to small oil rig
18 Days Ago
Oil rig now requires stage 2 power plant level (50%)
18 Days Ago
Remove satellite event chat log
18 Days Ago
Unsaved
18 Days Ago
Fixed power icon on satellite computer
18 Days Ago
Added clan events: Turned on oil rig switch Turned on water treatment plant (awarded when the gear is consumed) Inserting a heavy fuse in power plant Launching a satellite Looting a satellite crate Scores wip
18 Days Ago
Removed strings in entity names of airdrop rate terminal and chinook call terminal This will break saves, better to do it before force wipe Demo compatibility layer should ensure demo compatibility
18 Days Ago
Doubled cull distance of airfield terminals
18 Days Ago
Merge from water_treatment_plant_maintainables
18 Days Ago
Merge from main
18 Days Ago
Expose where to implement an analytics event for fuse inserting
18 Days Ago
Fixed fuel tanks missing from HLOD at dome S2P SceneToPrefabTag inspector will now only show the SpecificLOD field if UseSpecificLOD mode is enabled
18 Days Ago
Merge from boombox_volume_interact
18 Days Ago
Icons
18 Days Ago
Added a raise/lower volume interact prompt to deployed boomboxes Moves in 20% increments, can't go lower than 20% volume, starts at 100%
18 Days Ago
Unsaved wip from yesterday
19 Days Ago
Added serialized name for animals Extend LookAtFarmAnimal that we used for chicken coop to display livestock animals Added ai.renamelivestock convar
19 Days Ago
Remove an unused 2mb texture from the chicken coop UI
19 Days Ago
Boilerplate for animal breeding, triggered via console commands for now
19 Days Ago
Better transition if animal starts moving while grazing is ending