145,964 Commits over 4,413 Days - 1.38cph!

10 Days Ago
Restored the hasMoved check in RectMask2D::PerformClipping, was removed by unity to fix pivot animation issue We don't care about rect pivot animations, removing that check murdered UI clipping performance
10 Days Ago
merge from main
10 Days Ago
merge from main
10 Days Ago
Merge from main
10 Days Ago
Merge from preserve_player
10 Days Ago
Network++
10 Days Ago
Reapplying wiretool_reconnect_fix
10 Days Ago
Merge from main
10 Days Ago
Subtracting wiretool_reconnect_fix (don't want to network++ yet)
10 Days Ago
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10 Days Ago
Crude oil production can now be turned on/off (see ToggleProducing on WaterCatcher.cs)
11 Days Ago
Sphere tank scene is now playable
11 Days Ago
Added a crude oil producer to dome
11 Days Ago
Merge from fluid_io_updates Creating new branch to combine player maintained monuments
11 Days Ago
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11 Days Ago
Prevent older server snapshots from messing with existing client ones (needs more work tomorrow)
11 Days Ago
- Use eye override direction instead for cue ball shoot direction - Apply ball force as a local dir
11 Days Ago
Remove dodgy null check
11 Days Ago
- Fix z position being stomped (when loading table state) - Fix shooting not working - Fix only being able to mount the table once - Codegen
11 Days Ago
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11 Days Ago
Pool Physics Engine: - Frame rate independent drag - Stopping distance to stop creeping when applying drag - Higher threshold to detect 'stopped' physics bodies
11 Days Ago
Fix list clear NRE
11 Days Ago
Stop groundwatch killing the table as well
11 Days Ago
- Locally shoot the pool shot as well (prediction and reconcilliation) - Parent mountables instead - Get Owner Table Via GetParentEntity() instead - Only allow joining the table when nothing is in motion
11 Days Ago
- Allow player to play against themselves - Temp patch for viewmodel issues
11 Days Ago
IOCircuitSystem indentation fix
11 Days Ago
Disable deatching children on the modding monument build block prefabs
11 Days Ago
Fix "modding monument build blocked" prefab not scaling the red blocked visualization on custom maps - allow monument prefabs to opt-out of detaching their children (so it can work with "monuments" that can resize aka the modding building blocked prefabs)
11 Days Ago
Merge from main
11 Days Ago
initial setup on auto turret workshop skinnable
11 Days Ago
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11 Days Ago
Allow root combiners to be connected to non root entities. Renamed it to 'combiner' Prevent feedback loops by discarding power from back edge wires
11 Days Ago
Ceiling gold stars rotated textures to match placement guide
11 Days Ago
Some fixes, refactoring and new evaluators. Cache consumption amount at register time so we don't rely on entities anymore Fixed signs registering themselves in circuits Started removing old IO code to IO entities code
11 Days Ago
added missing scripts for placement guide
11 Days Ago
Item Compacter item setup. mini deployable recycler for your base with very low output, for dumping crap you dont want instead of throwing it on the floor. Will give back very low amounts of wood, frags etc.
11 Days Ago
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11 Days Ago
L4D1 .nav files now successfully load
11 Days Ago
Reduced the amount of flags OR AND and XOR switches are setting
11 Days Ago
Reduced the amount of TryGetComponentRecord calls
11 Days Ago
Extended smoke signals max height, making them visible from further away Added support for the cargo plane to drop different supply drops
11 Days Ago
Circuit merge do not set the whole circuit as dirty + eval pass micro optims
12 Days Ago
Removed duplicate line
12 Days Ago
Added ESPCanvas nameplate distance-based auto sizing https://files.facepunch.com/raul/1b1711b1/17_01-03-SpotlessCowbird.mp4
12 Days Ago
Add comments
12 Days Ago
Fix texture analyzer incorrectly flagging assets as having compression disabled that are NPOT + mipmaps that are part of texture atlases
12 Days Ago
Small tweak