138,600 Commits over 4,324 Days - 1.34cph!

Today
▇ ▅▄▌▉█ ▅▇▇▋ ▊▍▍▄▊█▋█▌▄▊█
Today
▋ ▌▇▊▄▉▋▌▆▇▌▅▇ ▉▍▌▇▌▋▊ ▉▅ ▍▇▉▆ █▄▄▌▇▄▅ ▉▆▋█▌▅ ▍▇▋▅▇▊▅▆ ▄▌ ▉▍▄ █▌▊▊▍▍ ▅▌▅▊▌▇▍▌▍▋▆▆▇▉ ▋▌▇ ▌▄▊▊▇▍ █▆█▍▆▉▇▌ ▊▋█▋▆ ▌▊▌▋ ▇▌▆█ ▋▊▅█▇ ▊▉▌▉▇▇▋▌▋█▇█▋▆▊▍▊█▍▋█ ▄▊▍▆▆ ▋▅ ▉▊▊▆█ ▍▍▌▍▄█▅ ▍▇▄▅▉▇▉ ▊▉▉▅ ▅▆▊▌▉ ▌▍▆▄▉▊ ▇▄▌▄ ▍▌▆▌▍▉▍ ▌▌▄▍ █▇ ▍▊▅ ▉▄▉█ ▄▌▄█▍▄▌▇▉▇▄▄▇ ██ ▋▇▋▉ ▊▆█▌▌▊▇▉ ▇▇█▄▇▉█▄▅▋▋▌ ▍▋▊▆█▄
Today
merge from main
Today
▆▍▆▍▋▍ ▇▇▌▆ ▊▌▆▍▌▍▄▍▊█▅█▇▆▆▆▌▅▆█▆
Today
▋▊▉▋▆▄▍▌ ▋▌▍▄▉█▅ ▇▊▇▊▅ ▄▅▆▍▅▊▍▉▍ ▊▌▍ ▉█▌▉ ▅▅█ ▊▆▊▌ ▌▉▊▌▍█▄▉ ▆▉▄ ▌▉█▉▊ ▊▄ ▇▍▄ ▍▍█▅▉▉▅▉▍▄ ▌█ ▇▇▇█▋▄▅▍ ▅▉ █▉▉▇▅ ▉█ ▌▉▌▊▋▌ ▊▅▋ ▇▌▌▍▇▉ ▅█▅▄▆ ▅▌▄▆▄▌▇ █▍▉ ▆█ ▊▅▅█▍ ▋▉▉▋▆▄ ▊▆▄▆
Today
restore pixel radius based alpha feathering to hide wire aliasing
Yesterday
▊▅▅▇▇▆▄▌█ ▅██▅ █▋▄ ▌▅▊▇▋▊ ▌▆▍▇▆▇▇ ▄▅█▋▇▅██ ▋▄ ▉▋▄ ▊▊▉ ▌▆▍▆▋ ▆▇▄▊█▍ ▆▌ █▍▄ ▋██▍▍ ▋▌▆▆▉ ▄▄▅▊ ▊▄ ▆▋▄▅▇▄▊
Yesterday
Make effects.BubbleTrail not turn start/end pos into mins/maxs Added Lua mesh skinning support * Added `mesh.BoneData( index, matrixId, weight )` * Added second argument to `Global.Mesh` - boneWeights * Added `IMesh:DrawSkinned( matrixTable )` Minor cleanups Fixed DrawSkinned affecting underwater rendering * By applying the model matrix to the Draw() call Some more than minor cleanups of probably unused stuff Fill remaining matrices with identity ones for DrawSkinned * In case some silly goober doesn't give it enough or gives none Fix handling of userdata members from tables Fix potential crash with malformed models
Yesterday
▍ ▄▆▌▅▅▌ ▇▊▉▇▄ ▇▋▌▊▌▋█▊
Yesterday
merged main -> main/rust_relay_server
Yesterday
Added Packet relay layer + convars, Editor tool for exporting entire prefab folders to GLB
Yesterday
untabify
Yesterday
merge from painting_line_tool
Yesterday
remove unused "using"s
Yesterday
merge from painting_line_tool -> main
Yesterday
Remove kicked toast debug log
Yesterday
Fix crash with paddling pool unloading.
Yesterday
missing reference
Yesterday
BoatBuildingBlocks can now always be rotated (in edit mode) - removed the timer to match new demolish behaviour. Gated behind new convar BoatBuildingBlock.AlwaysRotatable (defaults to true)
Yesterday
cargo_crate_layering_fix -> main
Yesterday
Ensure cargo map marker is always placed below the crates. Fixes times where the crates were hidden under cargo
Yesterday
Potential fix for scientists rendering while sleeping, then being shot without reacting, and dying only if the player gets close again
Yesterday
Forgot to save, material fixes
Yesterday
Added collision back to shop E. Small material changes.
Yesterday
added HUD element for line tool, new convar for configuring direction lock distance threshold
Yesterday
First pass of materials on rentable shop E (still WIP)
Yesterday
merge from naval_update/io_boats/privilege
Yesterday
Ensure crate_ammunition and crate_fuel block player item input the same as the rest of the labs crates
Yesterday
labs_crate_player_input -> main
Yesterday
Slight changes in GetPrivilege to support tugboats
Yesterday
Flame turrets deployable on boats
Yesterday
boat_hand_animation_fix -> main
Yesterday
Fixed steering wheel and throttle issues on the PT Boat
Yesterday
Fix scientists bypassing a big part of player armor, eg hazmat only blocking 5% of scientist damage, and fullmetal only blocking 25%. Most clothing will now block damage as you'd expect (eg hazmat blocks 30% and fullmetal around 50%).
Yesterday
Shotgun trap deployable on boats
Yesterday
DecayEntity::GetNearbyBuildingBlock can now get boat building blocks
Yesterday
▆ ▄█▊▌█ ▊▇█▄▆█▍ ▄▄█▉▋▉ █▇▊▍▍▍ ▍▄ ▍▄▄▍▊▆ ▇ ▌▋█▋▄▆▆▊ ▆▍▍▋▆▆ ▆▇▉▌▆▆▆▉ ▅▉▊▌█
Yesterday
▋ ▋▋▇▇▉ ▅▌▆▊ ▉▊▇▉▇▌▅▄█▄▅▇▋▉▌▇▅▆▋▆▊█▌▇▉
Yesterday
Added missing server collider to DS Signal Computer.
Yesterday
Fixed tropical1 bush billboard oddities.
Yesterday
merge from ddraw_sceneview
Yesterday
made ddraw work in the scene view as well, handles Text and ScreenText as well
Yesterday
Merge: from fix_sortdeferred_race - Bugfix for sorting of hits potentially running in a race with previously scheduled jobs Tests: unit tests
Yesterday
merge from dragbyangle_improvements
Yesterday
Optim: merge count and sort jobs into one Tests: unit tests
Yesterday
improved consistency on dag-by-angle calculations on player boats - changed from batched raycasts to batched spherecasts - actually check if the hull the cast hit is from the boat we care about - casts are made from the center of the hull bounds, avoid edge case where this was skimming the top of the boat
Yesterday
Add previewed line tool method, behind convar
Yesterday
clothing box - texture pass and material updated
Yesterday
Added decayentity.debuggetprivilege, helps to see when we used the slow Vis rather than using cached priv
Yesterday
▍▍▊▊▉ ▆▇▆▊▌▍ ▉▇ ▌▆▋ ▋▄▅▄█ ▆▉ ▄▉▍ ▍▆▆▋▌▍▊▍ ▍▅▍▆ ▊▆█▋▆▇▉██ ▄▌▉▌▉