223,731 Commits over 3,684 Days - 2.53cph!

5 Hours Ago
Localization sources: write weight in a separate field Update localization sources
5 Hours Ago
Fix warning
6 Hours Ago
Merge from external_holdtobuild
6 Hours Ago
Server compile fix
6 Hours Ago
merge from qol_demolish_high_walls
6 Hours Ago
Client compile fix
Today
merge from qol_drag_into_backpack
Today
merge from workbench_tax
Today
merge from fix_foundation_debris
Today
merge from MLRSTimer
Today
merge from qol_c4_stuck_block_upgrade
Today
merge from qol_demolish_high_walls
Today
merge from external_holdtobuild
Today
Package versions api EditorUtility.DownloadAsync creates the folder, if it doesn't exist LibraryManager can downloads and load the library
Leaderboard backup, run #11250
Today
Add ability to promote a team member to leader via the team UI in the inventory (click player, select kick or promote) Remove promote to leader popup when looking at another player
Remove link to forum Update README.md Merge pull request #5401 from qxxst/main Remove links to Facepunch Forum
Today
Fixed reversed suspension on new bike model (suspension still needs other work)
Today
Merge from child branch (don't know how that happened)
Today
Server side check
Today
Add holdToPlaceDuration option to construction, allows us to make an object take x seconds of holding the button to build While holding the build button the player has to remain still, any movement will cancel the build (rotating is ok) Shows a progress bar while in process Added two tips to contextually explain what's happening when the player tries to move or taps the button to build Enabled for 3 seconds on all external gates and walls
Today
Fix debris spawning on top of eachother when a foundation breaks, then a wall breaks after
Today
Deploy guide parenting fixes, still need to fix the bounds check
Today
Add debris to square & triangle foundations - debris added to all foundation wall sockets - 1 debris added on terrain in center of foundation https://files.facepunch.com/jakerich/vBA5ptZzQPvqzAhX/buUrI3Cu6T0zkcBo.jpg
Today
Cleanup
Today
Occlude underwater rendering.
Today
Cargo ship now docks at both harbors Cargo ship no longer decides it's target harbor on spawn, every time it hits a patrol waypoint it checks if that waypoint is a harbor approach point for a harbor it hasn't visited yet Egress time is now only started once all docking is complete, takes the lifetime of the cargo ship into account with a minimum two minute buffer after docking is completed (eg. event time is set to 10 minutes but it take 12 minutes to travel and dock at both harbors - ship will patrol for an additional 2 minutes after leaving the harbor before starting it's egress) Lots of refactors, rolled a bunch of lists into a single list with a new HarborInfo containing all the relevant information
Today
Looping fix.
Recorder preset unsaved change
Today
Screen shake configuration and pooling scripts.
Today
WIP making cargo dock at both harbors
Today
Adjust tax UI display Round up when calculating tax rates (eg. 125 cost, 10% tax = 13 extra scrap)
Today
updating motorbike temp model/prefab
Today
Fixed artifacts on torch flame.
Today
Add a tax rate system to the tech tree, adds an additional scrap cost to each purchase on the tech tree Tax rate is assigned by workbench level, defaults are: Tier 1 = 0% tax Tier 2 = 10% tax Tier 3 = 20% tax Tax rates are configurable via server.workbench1TaxRate, etc (clamped between 0 and 100%) Tax rates are displayed on the purchase button on the tech tree This tax is exclusive to the workbench, research table costs are unchanged Moved ScrapForResearch from ResearchTable.cs to Workbench.cs as it was only used for work benches
Today
Temporary code to automatically pause the editor when a long stall is detected. Should hopefully preserve the profiler at the point we need to see it
Today
Remove PingEstimator editor spam
Today
Reuse old p17 empty state logic for sks viewmodel Use events to turn on the shell in the magazine based Build manifest so the gun works after loading/saving
Today
Changed MLRS default brokenDownMinutes from 10 minutes to 20 minutes
Today
C4 & satchel will mark the BuildingBlock it lands on as "damaged" when it sticks to it (but deal no damage until it blows up) - prevents players from upgrading building block in the 10 seconds before C4 blows up
Today
Allow xmas ice high walls to be demolished too
Today
Fix ContextMenu opening (with no options) when high walls are past their demolish timer of 10 minutes
scaffold and more wood tileset pieces
Today
Fix funky TOD behavior on nexus enabled servers, hopefully
Today
Allow high walls & external gates to be demolished - move demolish code from BuildingBlock -> StabilityEntity - add `canBeDemolished` field - add `demolish_seconds` convar (default 10m) to control demolish time
Today
merge from roulette_random
Today
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Today
FX meta spam
Today
Merge cleanup.
Today
Various fixes / post-merge unfuckery.