159,755 Commits over 4,566 Days - 1.46cph!

Today
Add missing IsOn check for heli rumble
Today
Fix gamepad glyp display panel UI overlapping in inventory on certain resolutions/aspects
Fix flare viewmodel attach anim
Today
Fixed door controller lights not being culled Was ~0.2ms on light culling and binning for 81 of them
Today
Merge from main
Compile fix
Today
update from main
Today
Idle SAM sites stop rewriting their aim every frame Was 0.04ms per frame with 4 sam sites in network range
Today
Fixed IO entities with pipes rebuilding their pipe colliders on every network update IO entities sending full network update is quite rare as they rely on flags but still worth fixing
Today
Workshop metal/smoothness tweaks and fixes (changed glossiness to smoothness and added warning when metal/smoothness is used)
Yesterday
viewmodell anim tests + placeholder sounds
Yesterday
Fixed industrial pipes drawing invisible line renderers inside the pipe meshes, component wasnt disabled For a base with 223 pipes: Was 0.05ms on the main thread and 0.5ms on workers every frame
Yesterday
merge from fruit_trees
Yesterday
Reduced coconut.tree network range to 128. Stop coconuts spawning on palm_tree_tropical_med_a until i find a way of stopping the tree sway. Increased chance of apples/beehive spawning on oak_d to 25% from 15%. Adjusted coconut tree spawn chance to 25% (left it at 100% by mistake).
Yesterday
Another visual cooking pooling fix
Yesterday
Now poolable: - Cooking workbench - Metal embrasures - Flower pots Fixed some visual cooking pooling bugs
Yesterday
Auto-repair on startup if deep sea is disabled
Yesterday
Customiser animation updates with eye movement test
Yesterday
Merge from main
Yesterday
Better comment for the suitable parent hack when dismounting (ensure the correct triggers fire when dismounting from a parent mountable)
Yesterday
Removed the max light cookie cap warning that would appear when loading into a server
Yesterday
Windmills now use two syncvars to send wind updates instead of full network updates They're poolable too
Yesterday
Swap over to fully using the parented mountable system rather than only using it for a few specific types of vehicles This should reduce network overhead when driving any vehicle/sitting in a seat
Yesterday
merge from weapon_refresh_nailgun
Yesterday
Checked if Updated Nailgun works and can be skinned properly. Updated Nailgun Workshop Source Obj
Yesterday
Merge from mixingcooking_ui
Yesterday
Merge from main
Yesterday
pt_boat_turret_rewrite -> main
Yesterday
Icon change
Yesterday
Add separate currently craftable list. Added all button. Changed behaviours.
Yesterday
Remove re-declarations of state recently hurt
Yesterday
Disabled shadows on lights via AmbientLightLOD as a fail-safe for lights that should have shadows disabled but had them left on
Yesterday
Beehives are poolable
Yesterday
Merge from main
Yesterday
Planters are poolable
Yesterday
Disabled shadows on the tuna can light's bounce lights
Yesterday
fix for the 3p crossbow mesh shading being broken.
Yesterday
More merge cleanup
Yesterday
Storage adaptors are now poolable (were the biggest spawn cost when streaming in a base with a lot of them)
Yesterday
Updating nailgun viewmodel with newest mesh
Yesterday
merge from lighting pass
Yesterday
Merge from main
Yesterday
Change category button behaviour: By default all items are shown in a single list. The category buttons are now a toggle group and switch to that category only. Added an All button.
Yesterday
Multiple lighthouses share resource/repair progress
Yesterday
rotated lever action rifle to face the proper direction
Yesterday
merge from main
Yesterday
merge from main
Yesterday
merge from parent
Yesterday
reduced scale of the flail by 15%