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15,122 Commits over 2,649 Days - 0.24cph!

1 Year Ago
Fixed elevators losing power when power is plugged into a non power slot somewhere in the column
1 Year Ago
Ghost ships now show a map marker Fixed rotation of deep sea island icons
1 Year Ago
Merge from floating_cities
1 Year Ago
S2P all FC's + HLOD
1 Year Ago
Fixed some missing farm access dialogue
1 Year Ago
Missing file
1 Year Ago
Disable the disco ball light emitters entirely with a tight LOD range, saves around 200k triangles, 300 shadow casters and a few hundred batches
1 Year Ago
Merge from parent
1 Year Ago
HLOD will no longer modify LODComponents at runtime that are controlled by culling volumes These two systems were fighting for ownership of components which was resulting in some objects that should be culled being displayed, this would occur inconsistently as the HLOD staggers it's work over multiple frames but the culling volume is instant This commit doesn't actually fix the issue on prefabs, will require S2P and regeneration of HLODs on floating cities (and possibly other monuments)
1 Year Ago
Merge from hackweek_boxsorting (last UI pass)
1 Year Ago
Merge from box_sorting_ui
1 Year Ago
Merge from main
1 Year Ago
Merge from main Automatically resolved conflicts in flare.weapon, planner.prefab, chainsaw.entity, HeldEntity.cs, PlayerModel.cs
1 Year Ago
Merge from main_merge_31_oct_try_again
1 Year Ago
Delete duplicate DDrawCommand file CopyPaste updates Reapply junkpile water changes
1 Year Ago
Merge from main (attempt 2, same as last time but kept destination changes on copypaste)
1 Year Ago
Merge from main (deeply cursed merge) Manual changes in: GameManifest-Generate.cs CopyPaste.cs BaseNetworkable.cs BaseEntity.server.cs - could not merge at all, ran text merge GeneralEditorPrefProvider.cs - could not merge at all, ran text merge GameUI.Hud.Map.prefab - kept source changes, will need to redo naval map changes JunkpileWater.cs - complete nightmare, kept source changes and will redo naval changes
1 Year Ago
Merge from foliage_swap
1 Year Ago
Override the lerp, not the position
1 Year Ago
Add rotateAroundMuzzlePoint slider to ViewmodelSway component Add a overrideSwayOriginPoint field, can be used to modify the other side of the sway lerp (overrideSwayOriginPoint -> muzzlePoint with rotateAroundMuzzlePoint lerp value)
1 Year Ago
Merge from hackweek_boxsorting
1 Year Ago
Fixed sorting settings missing some localization
1 Year Ago
Switch fog of war back to the background thread, seems to work locally?
1 Year Ago
Merge from ttk_convars
1 Year Ago
Merge from attackheli_fixcar_changes
1 Year Ago
Merge from krieg_boulder_outline
1 Year Ago
Merge from egghunt_invis_fix
1 Year Ago
Merge from hackweek_boxsorting
1 Year Ago
Exposed allowSorting toggle on StorageContainer so we can manually opt in containers, off by default Enabled on Large and small wooden boxes, coffin
1 Year Ago
Merge from main
1 Year Ago
Merge from elevator_power_qol
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Increase the speed of player elevators (3m/s -> 5m/s) Reduce the delay at the end of the lift movement for player elevators (1s -> 0.2s)
1 Year Ago
Remove old elevator IO entity
1 Year Ago
Fix power status not updating properly when an elevator is killed
1 Year Ago
Merge from hackweek_boxsorting
1 Year Ago
Styling updates
1 Year Ago
Update sort button to restore previous padding settings
1 Year Ago
Codegen
1 Year Ago
Merge from main
1 Year Ago
Added server.monumentPuzzleResetRadiation, will disable the new radiation behaviour and fall back to the old behaviour Removed some leftover logs
1 Year Ago
Fix 'puzzlereset' command not turning off radiation
1 Year Ago
Fixed radiation zones not disabling after players leave area
1 Year Ago
Merge from puzzle_reset_changes
1 Year Ago
Subtract 135644
1 Year Ago
Elevators now have a Power In slot on every floor, if any elevator in a stack has power the whole stack will be considered powered Still WIP, have one edge case issue to fix
1 Year Ago
Merge from eye_wearable_fix_2
1 Year Ago
Another attempt at fixing hazmats with WearableEyeViewAdjustment still displaying the head when a player is killed while wearing (krieg, pilot hazmats mostly) Also fixes those hazmats not showing the head mesh on the invisible verison we use to render local player shadows
1 Year Ago
Allow all the frankenstein parts to be added to conveyor filters