147,839 Commits over 4,444 Days - 1.39cph!

Merge from main
Today
Make ElevatorStatic partial
Today
Remove guest functionality of apartments: only have owners and only the owners can open and close the doors - if you want to share apartments with your friends, either be in the room or make a proper base
Fixes for burst firing in turrets, seems to work okay now Add a warning log if the next scheduled firing time in a turret is < the attack cooldown on the attached weapon as this fucked me. Should catch if it still occurs
Today
Add a computer storage entity, spawn it as child. Interface with storage entity for powering up. Added new storage prefab. Codegen
Today
Pool mini game 3p anim update and vm anim set block out
Today
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Add EntityRef SyncVar support
Today
Switch from hardcoded tech trash define to ItemAmount
Today
got ui2 sculpture admin panel working
Today
Manually lowered bear trap bounds and removed the mesh filter from the server trigger. Test passes
Today
MonumentInfo auto fill tweaks
Today
Created all monument info scriptables
Today
Added execute method entrypoints for switching define symbols in order to make sure we can have both SERVER and CLIENT defines before running editor tests. Added modifications to jenkinsfile to use new FPBuild steps and updated fpb-config.json default parameters.
Today
disable hit-guide shadow casting
Today
dev rock mat
Today
sail.deployed: - Set prefab position at origin - increased upper deploy volume X by 0.22 to be under the 0.5m overhang Test passes
Today
set syncvar to autosave
Today
fixed rock sculpture turning into ice on pickup
Today
Trigger server notification on impact not stage 2 start
Today
SatelliteData translation phrases
Today
Added shelf 14935 - Reduce maxOverhangMetres to 0.5f - Exclude hidden item definitions - Only include deploy volumes that affect constructions - Include DeployVolumeEntityBounds - Do not include DeployVolumeEntityBoundsReverse - Account for sockets
Add support for EntityRefs to be sent via RPC. ID is extracted and sent on sending side ID is received and put into a new entity ref on the other side
Today
Add storage adaptor sorting to vending machines, fridges, wall cabinet They previously didn't support it since they aren't regular storage containers
Today
client-only guard AtmosphereVolumeDrawPass
Today
on-deploy default data fix
Today
gas station maintainable car lift mockup
Today
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Today
minimal rock sculpture prefab setup
Today
Merge from main
Cleaner, better way to support remote listeners (cctv, drone) hearing VOIP of others. Previous system used a messy secondary network group solution which was prone to bugs and connections being added twice to seperate lists New system specifically looks for cimputer mounted players - giving a much more reliable solution
Today
buffer missuse fixes
Today
wip glowing graffiti concrete tile setup. updated skins list, localization
Today
merge from main
Basement corridor LODs and prefabs
Today
merge from drone_keyboardlayout_fix
Today
merge from workshop_inputs_fix
Today
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Today
Adding a couple more graffiti decals
Today
merge from quarry_speed_fix
Today
Set belt scroll speed multiplier to 0.63 so the speed of the belt visually matches the speed of the other rotating parts
Today
Fix broken materials on the mining quarry top engine with LOD1
Today
Neon splats carpet textures, material, skin asset, icon. Updated skins list, localization
Today
Fixed workshop file dialog still using the old input system
Today
Fixed shadow caching server compile errors
Today
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Today
Update(tests): add support to generate test positions in deep sea bounds - updated TestWaterLevelsConsistency to use those extra positions, but surprisingly the test passes - documented everything(I think?) that's wrong with WaterLevel.GetWaterLevels Tests: ran updated unit test
Today
Merge from shadow_map_caching
Today
Code gen after merge
Today
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