128,806 Commits over 4,201 Days - 1.28cph!

21 Days Ago
Fix compile error with our new changes
21 Days Ago
Remove a dumb 200 byte allocation on our blur step
21 Days Ago
Codegen
21 Days Ago
Integrate RHIBs into the deepsea Spawn them in cool triangle formations (auto generate groups) Wiping the deep sea will wipe rhib group info
21 Days Ago
Only try and maintain cohesion in the wander state Add some methods to wipe coordination when the deep sea resets
21 Days Ago
monument event notifications sounds
21 Days Ago
simple boid behaviour in groups groups will attempt to stick together as much as possible
21 Days Ago
Add 'grouping' system: Boats can be spawned in groups If one of the group members targets an enemy we can ensure all of the boats target the same one, this keeps them all focused and together
21 Days Ago
merge from modding_cui_merges -> main
21 Days Ago
Add Vector4Ex.Parse(), switch from Color.Parse() -> Vector4Ex.Parse() - update Vector3Ex.Parse() to use TryParse() like Vector2Ex.Parse() (safe because the method is only used in one place in codebase surprisingly) - add some comments too
21 Days Ago
merge from laserdetector_fastvehicles_fix
21 Days Ago
Fixed laser detector not detecting fast moving vehicles reliably
21 Days Ago
Fix compile error
21 Days Ago
Fixed bucket container_a prefab Added lights to one of the string lights as a test Casino mesh changes Nephorlepis static prefabs Flourescent_e light prefabs Added triple_light prefab with built in lights Sand_pile_a prefab and model Casino interior dressing progress
21 Days Ago
Update from repo after merging 9 slice support
21 Days Ago
merge from main -> modding_cui_merges
21 Days Ago
merge from io_serverrestart_fix
21 Days Ago
Reset seismic sensor on load from disk so it doesn’t get stuck after a server restart, if it was saved while ON
21 Days Ago
Fixed RF broadcaster staying ON after a server restart if it was saved while broadcasting
21 Days Ago
Improved messages for inventory "Cant move Item" -> detailed failure message
21 Days Ago
merge from fix_arctic_puzzle_reset -> main
21 Days Ago
Finalise SIMD terrain culling implementation: - Fix oscillation/flicker bug by tracking individual ray progress properly. - Adjust step size dynamically with altitude to reduce iterations. - Limit overall iterations to ConVar `indirect_instancing.tc_max_iterations`. - Ignore rays to instances that have been culled in a previous step.
21 Days Ago
AI boats will now attempt to ram players
21 Days Ago
Fix compile error in new Translate.GetPhrase() server method
21 Days Ago
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21 Days Ago
AI Boats will sometimes drive by the targets then pull in front or behind them
21 Days Ago
Add more debug output to the indirect_instancing.debug overlay
21 Days Ago
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21 Days Ago
Probably fixed Linux compile Remove main menu's reliance on RUNLUA: hack Fixed some warnings about mismatched convar flags Reduce MAX_LIGHTMAP_DIM to 128 Bumpmapped materials allocate 4x the size, so we have to account for that. Bump "target max" size for entdata to 4MB (from 394KB) No real functionality change, just less OVERFLOW!!111 warnings on map compile Fixed a regression with ConCommandHash related changes Revert "CurTIme to double" This causes serious prediction issues with existing servers, so it will need to be done with a network compat update Added `spawnmenu_toggle`, defaults to 0 This setting is available in Utilities => User => Sandbox Give better max values for Utilities => Sandbox limit sliders
21 Days Ago
merge from main -> fix_arctic_puzzle_reset
21 Days Ago
Added server version of Translate.GetPhrase
21 Days Ago
Switch to new Translate.GetPhrase() when reassigning reset phrase
21 Days Ago
merge from main -> fix_arctic_puzzle_reset
21 Days Ago
Added Translate.GetPhrase method, was needed to get phrase from a token
21 Days Ago
RPG Ammo - Added simple initial projectile prefab for all three ammo types
21 Days Ago
Save extra properties added to puzle reset over the years to fix arctic research puzzles closing on players (and probably bugs with other puzzles too) - CheckSleepingAIZForPlayers - IgnoreAboveGroundPlayers - BroadcastResetMessage - ResetPhrase (token)
21 Days Ago
Reverse steering if we are going backwards
21 Days Ago
Bring back incremental steering
21 Days Ago
Fixed bugs with moving the claim from one boat to the other
21 Days Ago
merge from door_canopen_saveload
21 Days Ago
merge from naval_update/deep_sea
21 Days Ago
Moved entrance portal closer to the valid bounds end, was spawning too close from the island
21 Days Ago
Save and load canHandOpen, canNpcOpen and isSecurityDoor fields for doors. This should fix: - Some puzzles breaking after first server restart, allowing the doors to be opened without power (oil rigs, launch site) - Oil rig scientists losing the ability to open doors and push inside certain rooms after first server restart
21 Days Ago
merge from analytics_texture_memory -> main
21 Days Ago
merge from workshop_scene_bugfixes -> main
21 Days Ago
Expose texture memory usage in client analytics
21 Days Ago
merge from fix_entity_scale_occlusion -> main
21 Days Ago
Fix `ent scale` only accepting an int instead of accepting float
21 Days Ago
Fix not working when far away, call "ResetCulling()" on all LOD components as well as calling it on the entity having it's scale changed - this should only be called on the client when the scale has changed so it won't reset culling on every single network update Fix entity not being able to reset to 1 scale since it was ignoring default scaling size - network scale every update if `networkEntityScale` is enabled
21 Days Ago
Bump default ocean scale to 3 in deep sea