139,517 Commits over 4,474 Days - 1.30cph!

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
Yesterday
Update: add a null check to FoliageGrid It depends on terrain, but some scenes might not have terrain available (FireworkBenchmark) Tests: ran the scene
Yesterday
Updating crossbows and bows to hide arrows correctly
Yesterday
game_room_dlc -> main
Yesterday
new_pool_ui -> game_room_dlc
Yesterday
codegen
Yesterday
add a show tooltips convar and set it to default
Yesterday
Fix striped balls having weird shades
Yesterday
Add new power bar Add Cue ball that gets enabled for the player whos turn it is
Yesterday
rotate on plane option in sculpting gui bound to duck while rotating
Yesterday
Fixed comfort setup on 23 prefabs. In all cases, the minComfortRange was greater than the triggerSize (radius) which is not how the TriggerComfort script is intended to be used. Swapped minComfortRange and triggerSize values. Affected prefabs: 1. Charity_plushie_01\CharityPlushie_01_deployed 2. Charity_Plushie_02\CharityPlushie_02_deployed 3. Charity_Plushie_03\CharityPlushie_03_deployed 4. Charity_Plushie_04\CharityPlushie_04_deployed 5. Charity_Plushie_05\CharityPlushie_05_deployed 6. Discord Plush\DiscordPlushie_deployed 7. Discord Trophy\discordtrophy_deployed 8. HazmatPlushy\HazmatPlushy_deployed 9. HeavyScientistPlushie\HeavyScientistPlushie_deployed 10. ScientistPlushie\ScientistPlushie_deployed 11. Youtooz_Figurines\Hazmat_Youtooz.deployed 12. Youtooz_Figurines\HeavyScientist_Youtooz.deployed 13. Trophy\trophy.deployed 14. trophy_2023\trophy_2023.deployed 15. birthday_balloons_2025\circle_balloon.deployed 16. birthday_balloons_2025\heart_balloon.deployed 17. birthday_balloons_2025\latex_balloon.deployed 18. birthday_balloons_2025\latexclump_balloon.deployed 19. birthday_balloons_2025\mixedclump_balloon.deployed 20. birthday_balloons_2025\speechbubble_balloon.deployed 21. birthday_balloons_2025\star_balloon.deployed 22. Rug\rug.deployed 23. modding\volumes_and_triggers\comfort_volume
Yesterday
Bugfix: add missing initialization to BaseRaidBenchmarkScene - Initialize ProjectileCache (no idea where that has gone) - Initialize admin overlay component Tests: BaseRaidBenchmark runs without exceptions
Yesterday
Cherrypick 159664
Yesterday
Merge from playermaintainedmonuments
Yesterday
S2P launch site
Yesterday
Merge from satellite_crash
Yesterday
S2P harbor 1, harbor 2, sat dish, ferry terminal, trainyard, military tunnels, radtown, sewer branch