141,109 Commits over 4,505 Days - 1.31cph!

12 Months Ago
Chandelier not deployable on deployed layer Some tweaks to fluorescent light deploy volumes
12 Months Ago
additonally wall cabinet socket check to prevent placement/blocker windows
12 Months Ago
wall cabinet not in water check
12 Months Ago
wall cabinet: stricter placement Ground watch update - missing vehicle large No longer researchable
12 Months Ago
rhib crane wip textures
12 Months Ago
Updated leather beanbag chair pickup, no longer fabric
12 Months Ago
beanbag crafting pass beanbag volume updates
12 Months Ago
mannequin: low health Slightly more agressive placement checks crafting pass desc update No longer researchable
12 Months Ago
merge from main
12 Months Ago
Merge from parent
1 Year Ago
More/Backup
1 Year Ago
update deep_sea/portals
1 Year Ago
merge from naval_update -> deep_sea
1 Year Ago
merge from main -> naval_update - stomped mannequin material changes on naval_update branch
1 Year Ago
Fix portal teleport logic and add debugging of portal teleport attempts to ensure it's trying the right locations
1 Year Ago
Backup
1 Year Ago
merge from ui_mipmap_fixes
1 Year Ago
Tagged more item icons to use the UI mipmap group
1 Year Ago
Null check just in case
1 Year Ago
Fixed mannequin losing its skins
1 Year Ago
Bolty, HMLMG, L96, M249 and Minigun can be heard from 600 meters away
1 Year Ago
LR and AK can be heard from 500 meters away
1 Year Ago
Try to find a free spawn location when entering the portal - keep trying spots alongside the portal until a free one is found
1 Year Ago
Fix map not working when deep sea islands are spawned because the tutorial island map marker covers the entire map with a layer of water
1 Year Ago
Shrunk the Prevent Building volume on the attack heli, should stop deployables being blocked through nearby walls
1 Year Ago
Added LODs and COL for farm barge kiosk
1 Year Ago
Shrunk the Prevent Building volume on the attack heli, stops deployables being blocked through nearby walls
1 Year Ago
Fixed server crashes to do with Gonarch NPC Fixed StudioMDL crashes due to $maxverts Restore default FindUseEntity behavior Fixed CBaseFileSystem::ReadLine not working for workshop files Minor VPK support changes from CS:GO Fixed addon dependencies not showing due to regressive Pull Request Change ents.CreateClientRope slack param to work better Make ents.CreateClientRope despawn if any of its entities are removed
1 Year Ago
merge from decor_lighting_dlc
1 Year Ago
uncheck chicken costume blocked from mannequin, add rpc call limit for changing pose
1 Year Ago
merge compile error fixes to naval update
1 Year Ago
Floating city medical bay progress Merged rope bridge Lowered SSS on tarps
1 Year Ago
Fix server restart warning NRE
1 Year Ago
merge from deep_sea/portals -> deep_sea
1 Year Ago
Rename IsInDeepSea(Vector3) -> IsInsideDeepSea(Vector3) to match the entity overload naming
1 Year Ago
Fix attack heli flares and blackjack screens incorrectly using instantiate instead of GameManager CreatePrefab
1 Year Ago
S2P Trainyard, Harbor 1&2, Military Tunnel, Launch Site, Excavator, Power Plant
1 Year Ago
Fix not being able to place barricades on train tracks when near/in a monument
1 Year Ago
Force mannequin to always use male body type
1 Year Ago
Move portal teleport code into DeepSeaManager.Portals.cs
1 Year Ago
Fix OnEntityEnter being called on clientside entities from the serverside TriggerDeepSeaPortal
1 Year Ago
Get portals enter & exit at the "same position" instead of always spawning player in the center - switch to creating portals with different rotations instead of different sizes so we can easily adjust the enter & exit position for portals via localPosition - ensure entiites enter & exit portals at the same relative position (enter north side, exit north side) - adjust the position of the portal when entering and exiting
1 Year Ago
adjusted mannequin collider so it cant put it's arms through walls
1 Year Ago
fix uppercase mannequin prefab paths
1 Year Ago
Disable more burst attributes for place entities offshore
1 Year Ago
Update: UsePlayerUpdateJobs 1/2 - for blocking-water parented players, store empty WaterInfo instead of garbage - Expanded TestWaterFactorsConsistency unit test to detect this case Not marking as bugfix as I couldn't cause any bugs by hacking code. Makes BasePlayer.GetWaterFactors consistent with BasePlayer.WaterFactor Tests: ran unit tests
1 Year Ago
merge from decor_lighting_dlc
1 Year Ago
fix compile error
1 Year Ago
merge from decor_lighting_dlc
1 Year Ago
Mannequin can be deployed on tugboat