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12,499 Commits over 2,588 Days - 0.20cph!

14 Minutes Ago
Manifest
26 Minutes Ago
Codegen, compile fixes
1 Hour Ago
Merge from main (will need codegen)
2 Hours Ago
If a code lock has 2 or less authed users skip that lock when calculating the door tax Configurable by decay.upkeep_lock_min_users convar Attempting to exempt player run hotels from being overly taxed, may need to re-evaluate if abused
3 Hours Ago
Merge from main
Today
Merge from hlod_improvements_aug_26
Today
More than doubled the speed of the MeshTrimmer stage of HLOD generation Only readback the texture once, not per ray Neighbouring tris now start with the successful ray of the previous triangle as that's likely to be valid Do the dot product check before the ray, halves the number of rays Removed a bunch of allocations (it's editor code, but still useful) Full S2p with HLODs: Launch Site 9:33 -> 2:18 Water Treatment -> 2:23 -> 0:51 S2P Launch site
Today
Fixed previous HLODBounds BiomeVIsual changes accidentally including LOD components in a HLOD mesh that were outside of the range of the bounds Only really an issue at launch site as it's the only monument where we run 2 HLODs, all other monuments use 1
Today
Merge from main
Yesterday
Added decay to monument blockers Has an initial grace period where no decay will occur (DecayGracePeriodMinutes on prefab, default 12 hours), after that will apply DecayPerMinuteTick (1) damage per minute Added debug.addmonumentblockergrace to process artificial time to the grace period for testing and debug.printmonumentblocker to print the current blocker results Time is saved through server restarts and scaled by timescale but will not take into account time spent offline Also fixed a sneaky bug that restored blocker health to full on every server restart
Yesterday
Merge from main
Yesterday
Merge from deepsea_terrain_everywhere
Yesterday
Fix foliage not loading when DeepSea.terrain_everywhere is enabled
Yesterday
Merge from main
Yesterday
Merge from marketplace_power
Yesterday
Flag fix, tests now pass
Yesterday
AI select/move commands now work on multiple animals Added ai.selectinrange convar Added ai.deselectnpc convar When ordering multiple NPC's to a location they all receive an offset so they don't all pathfind to the exact same spot
Yesterday
Merge from npc_vending_optim
Yesterday
Remove gibbable component from all NPCVendingMachines, also optimised some renderers into MeshLOD
Yesterday
Merge from rendererlod_collapse_improvements
Yesterday
Revert ziggurat pipe LOD change, S2P
Yesterday
Merge from main
Yesterday
Merge from vm_hand_spawn
2 Days Ago
Merge from PlayerRigUpdate2
2 Days Ago
Fixed WireTool not overriding 3p_stance-idle_relax_running
2 Days Ago
Merge from main
2 Days Ago
Merge from AugustQuickfire_Buffs1
2 Days Ago
Merge from AugustQuickfire_2Pie2Furious
2 Days Ago
Merge from car_wheel_fix
2 Days Ago
Merge from white_firework_boomer
2 Days Ago
Merge from new_navmesh_fixes (discarded testlist changes, will regenerate once merges are done)
2 Days Ago
Merge from reduce_nade_stack_size
2 Days Ago
Merge from homing_launcher_tweaks
2 Days Ago
Merge from semi_pistol_tweaks
2 Days Ago
Merge from launchsite_walkway
2 Days Ago
Merge from new_achievements_sep26 (clan achievements)
2 Days Ago
Score achievement is now awarded when earning any score, not at a threshold
2 Days Ago
Merge from main
2 Days Ago
Merge from tc_auth_group_tests
2 Days Ago
Added info about the current group tax applied when hovering over the upkeep cost in the TC loot panel
2 Days Ago
Merge from main
2 Days Ago
Merge from marketplace_power
2 Days Ago
Hooked up a power icon on the marketplace terminal when the marketplace isn't powered
3 Days Ago
Some market terminal UI to explain the system
3 Days Ago
Hooked up sale info in-game UI
3 Days Ago
Create new SellAnimals and AnimalSalePreview dialogue panels First one lists all nearby animals that are following the player (and can be sold) and the other shows what you will receive for selling that animal No rewards hooked up yet, just panel flow
3 Days Ago
Rework power mechanic Marketplace will start charging once the powerplant has 4 or more fuses, once it reaches 50% it can start accepting orders With 4 fuses in the powerplant it will take 21 minutes to charge to 50%, 5 minutes if the powerplant is completely full If the power plant has at least one fuse active the charge will not decrease Power is no longer deducted per transaction
3 Days Ago
Stables_b is now playable in editor Start of boilerplate animal selling mechanic, just set up NPC and basic conversation for now
3 Days Ago
Merge from main
3 Days Ago
Merge from monument_blockers_fixes