129,904 Commits over 4,201 Days - 1.29cph!

Today
Fixed missing fridge power plate in skin viewer, removed the skin viewer bespoke model and use the game model instead
Today
Fixed Owned tag overlapping with header text on skin tiles
More cleanup, dont use the packing queue for reloading
Run ai loop faster
Today
initial setup of rpg7 anims for player update
Today
Update: bring over jarryd's 124139 - BasePlayer.ToggleNetworkPositionTick Slightly different form - lets us save on the IsInvoking lookups, fixed a bug with fixed time callbacks Tests: booted on craggy, pushed a car, observed buoys and junkpile_water movement
Wire up the tooltip text Add some phrases for each of the states Crappy wheel detection, will need changed in future
Today
Items in the cart are now translated correctly
Today
Fix analytics not including monument after server restart - it still was including the name of the SpawnGroups so it was sorta useable - switch from using the PuzzleReset entity to using SpawnGroups
Today
changes on PTBoat single and double turret fire actions
Fix some broken flex stuff in the boat building hud prefab
Today
Rename variables
Today
Make puzle reset radiation bypass armor similar to how oil rig radiation works
Today
Add `Time blocked by radiation` to analytics - fix analytics total time not including time blocked (you could calculate it in analytics but better to report the correct time) - renamed to 'time_blocked_total' so easier to backfill
Today
Fixed placeholder Sail description, also fixed the minigun description typo
Today
Final sans volumes.
Fixed codegen errors. Bunch of uncommited stuff. WIP stuff
Today
boat building ui
Today
Fixed gallery arrow showing up in the soundtrack DLC page
Today
M92 weapon refresh model and wip textures
Today
new boat building requirements ui
Today
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Today
merge from skins_ingameicon
Today
merge from qol_perf_formatting -> main
Today
Set locomotive and workcart canvas LOD component as dynamic
Today
merge from ui_overhead_optims
Missed files
Rename ServersideMountedWeapon to MountedWeapon
Today
- switch performance text to show fps + ping at level 2 & show ping below like before at level 3 - add GPU time to level 6 - rename TicksToNS because it should have been named the inverse - hardcode to 100 since we only use it for TimeSpan ticks, not Stopwatch ticks
Merge from horse_medsyringe_healing
Today
Improve reliability of scientists grenade throws: - replace capsule collider with sphere collider, centered, more predictable bounces and less risks of getting caught on geometry - "explode" on impact, reduces cases when the grenade lands next to player but bounces into the sea
Update analytics event
Today
chainsaw 3p anims setup
Revert transform and collider changes that somehow snuck back in
Fix compile errors and reduce speed gained
Today
merge from qol_dump_improvements -> main
Today
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Today
merge from main -> qol_dump_improvements
- Horses can now be healed with medical syringes, in the same way we can heal other players - Medical syringes act as performance enhancing drugs for horses, giving a temporary boost to max gallop speed and a small replenishment of stamina (horse drugs are in Rust now) - Bandages do not work on horses - only syringes - All of above subject to change - Modified MedicalTool so that it can work for other entity types other than players. Added IMedicalToolTarget which we can attach to entities which we want to targetable, and handling per entity is now done on the entity rather than on the MedicalTool - Add TryGetOwnerPlayer to HeldEntity and TryGetEntity to BaseNetworkable as slightly neater ways of calling their respective methods
Today
Cannonball icon
Today
Fix up/down arrow keys updating the label in the console input field even though they're unused.
Today
BBS build area volume fixes. More test block uipdates. Remove spammy debug drawing.
Today
Add: profile.CountSyncMoveEntities server var Reports number of "Sync Positions" on the server. Some entities don't get into saves, so this is the only way to see what's putting pressure on InvokeHandler Tests: ran it in editor on craggy
Today
wip BBS volume checks
Today
merge from naval_update
Add more playables null checks
Fixed protobuf
Today
merge from main -> helicopter_flare_balance_pass
Today
setup chainsword 3p anims
Today
Bugfix(editor): if invoke throws, don't lose Profiler.EndSample There's bigger problems out there, but this was making profiling a bit annoying Tests: loaded playtest save and profiled it in editor