125,248 Commits over 4,171 Days - 1.25cph!

Don't want NuGet either in this case - just take the ZLinq and remove everything else
Today
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Today
Prevent startup commands from being captured before we read command line to determine if we want to disable the logging
Integrate ZLinq instead
Today
Deep sea now spawns floating cities (the placeholder version)
Today
Anchor placement inprovements so it can be placed over water more easily. Added test point.
Today
reapplying train_disconnect_fix
Today
reapply tutorial_jungle_rock_fix
Today
reapply mixing_item_delete_fix
Today
reapply clone_icons_fix
Today
reapplying improve_rug_pickup
Today
More coconut palm stuff
Today
Fixed pivots on farm barge structure
Today
- fix unrestricted commands being logged as clientside - fix RCON using wrong empty field to identify rcon connections
Today
Fixed jungle animals not counting towards Wildlife Cull bandit camp quest.
Today
Debug: ServerOcclusion - add occlusion_blocked_cells and custom_occlusion_query editor convars - occlusion_blocked_cells visualizes all blocked cells nearby - custom_occlusion_query allows to setup a query via 2 gameobjects in the editor(in play mode) - restored player_occlusion_subgrids Tests: used the commands
Today
ignore collisions between dropped item and drone
Today
merge from main
Today
Impostor stuff
Today
Merge from main
Today
merge from naval_update
Today
merge from main
Today
Tropical palm files.
Today
Scene backup
Today
merge from log_disable_logs -> main
Today
Log to console indicating when logging is disabled & enabled
Today
drone properly drops storage loot on death
Today
merge from translate_error_fix
Today
drone uses its own loot panel
Today
Fixed another translate NRE happening during bootstrap
Today
Anchor anim controller setup, params, flow. Anchor anim code now functional, handles state restoring.
Today
merge from main
Today
added prompt provider interface for RC entities to provide action prompts on their own logic to computer ui - drone implements to prompt that its drop is ready when by checking its flags
Today
Bugfix: ServerOcclusion - don't block visibility if there's one blocked string passage This fixes edge-cases around hills, but there's still an issue of being able to see through hill - investigating Tests: used player_occlusion_subgrids to test a bunch of paths
Today
merge from uiworkshop_fixes
Today
vm chainsaw attack anim edits
Today
Fixed workshop pages not loading items correctly
Today
Moved all airfield loot spawns Diesel moved to puzzle Monument now respawns loot in higher quanities, more inline with modern monuments Fixed loot double spawns, meaning 5 extra loot spawns - this how it should have worked but broken since 2018 S2P
Today
Debug: changed up player_occlusion_subgrids to render results from ServerOcclusion.Algorithm.Gather - Gather now also marks if it used the neighbour passage or direct path or was blocked - Gather respects various convars Think I see what the problem is - my recent algo changes have a bug with neighbour passages. Investigating further Tests: used above server var to visualize paths
Today
account for attack cooldown on ThrownWeapon types
Today
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Today
separated drone storage interactable collider and cleaned up client/server separation of drone components
Today
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Today
subtract 130346 linq_optimisations
Today
Launchsite loot resuffle, majority of loot spawns moved. Some to locations which were rarely explored prior due to lack of loot spawns
Today
Bugfix: LoadMapFile - assign Terrain layer to created terrain Required for server occlusion Tests: recreated the scene, now server occlusion cache generation works
Today
Changing item category in the workshop menu brings you back to page 1
Today
More anchor setup and initial wip anim code.
Today
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Today
merge from menu_cartbutton_fix