139,533 Commits over 4,505 Days - 1.29cph!

Yesterday
Add 'demo.forcepowergridstage' convar to force a particular powergrid stage during demo playback Fix some issues with PowergridToggle component
Yesterday
merge from main
Yesterday
Merge from PlayerMaintainedMonuments/water_tank_spinner_audio
Yesterday
Finalized WTP conditional lighting & fx.
Yesterday
Fixed water tank sounds playing multiple times
Yesterday
merge from sculptures
Yesterday
Potted pool balls fall into the basket under the table and can be physically seen (resues the models used for normal game time)
Yesterday
juggled new tool icons a bit
Yesterday
merge from clipcurve
Yesterday
cleanup, also added a sculpture-up aligned placement for carving/additive modes when duck is held the shapes align with the pedestal
Yesterday
reset siege vehicles, train car, sub
Yesterday
Added new sounds to the fuse boxes :electric_plug:
Yesterday
WTP Conditional lighting WIP.
Yesterday
Reset snowmobile, tugboat, horse, rowboat, bike
Yesterday
Reset modular vehicles too
Yesterday
Reset state on vehicles
Yesterday
Powered variant of the generator & related files
Yesterday
Reset state on mountables and base/combat entities
Yesterday
cancel invokes on pool, restore go active states. (could probably subtract this later)
Yesterday
Added boundary validation to Facepunch.Math.Epoch.ToDateTime/FromDateTime Fixes an issue where setting wipetimer.wipeUnixTimestampOverride to an invalid value, causes all players to get kicked while server is spamming errors
Yesterday
Add initial poolcouts to vehicles
Yesterday
Audio code changes for water tank spinner and added new sounds :ocean:
Yesterday
Merge from PMM
Yesterday
Merge from PMM
Yesterday
Merge from satellite_crash
Yesterday
merge from PMM
Yesterday
Codegen
Yesterday
Satellite remains now check the satellite collider for salvage hits. Hide teh satellite model and collision when fully salvaged, keep the terrain. Runs on a flag so it remains correct across network vis. Add Model componet so bone ids get added.
Yesterday
ClipCurve-like tool to drag a line and take a chunk out of the sculpture out with it
Yesterday
Merge from lootpanel_nre_fix
Yesterday
Revert change that stopped loot panels from reverting to the quick craft panel when closing them Causing a few issues across different loot panels
Yesterday
Added audio support for the water treatment water tank
Yesterday
wooden loot crate 1 lods and gibs
Yesterday
merge from ocean_sim_waterlevel_trace_fix
Yesterday
OceanSimulation traces take proper account of the sea level, was previously assumed 0
Yesterday
pooltable - expanded long side of the pooltable nobuild bounds to 2m to prevent dismount wall clipping - updated guide mesh
Yesterday
Merge: from benchmark_fixes - fixes all-bar-one NREs happening when running `benchmark` command Tests: ran benchmark in editor
Yesterday
Update: clean up spawned players before unloading BaseRaidBenchmark scene Helps deal with breadcrumb logs for zombie players in the list, but there's still an NRE from Client.LateUpdate - not confident to much with it just yet. Tests: ran entire benchmark suite
Yesterday
Ensure ladders do not appear on powerlines which have no IO box due to being in the no building zone of a monument Rotate the ladder visual so it does not clip with the cable that extends from the IO box
Yesterday
Fixed `projectile_protection 0` skipping checks but also not applying damage. Now skips checks and still applies damage. This only ever affected community servers that wanted to disable antihack
Yesterday
Timing changes on gas pumping fades
Yesterday
Reduce the post-impact trail duration from 45 seconds to 10
Yesterday
merge from sculptures
Yesterday
clamped rotate option takes the larger rotation axis and clamps to that one, both on duck input
Yesterday
Merge from main
Yesterday
slab tool to cut out a full rectangular slab out of the sculpture
Yesterday
Updating blockouts before branch switch