134,332 Commits over 4,262 Days - 1.31cph!

3 Hours Ago
some painting QoL - add convar for brush size greater than 100, - changed redundant "reset rotation" button to instead "flatten rotation"
3 Hours Ago
metal box wip
4 Hours Ago
- Fixed turret not starting with Vector3.up when offline - still needs a little tweak - Constantly face to correct target - If not being controlled turn off client idle tick
4 Hours Ago
More fixes for potential BSP loading crashes Prevent infinite loops in MapIO * When running over 100 map inputs per frame, continue firing inputs in the next frame. No input events are discarded. A console message is printed if the limit is hit.
4 Hours Ago
Tweaked detail panel label styling
4 Hours Ago
Fixed run test from json ignoring test parameters
5 Hours Ago
Make resetstate remove the player from the advent calendar history
5 Hours Ago
Militar Holosight refresh - Mesh and textures
5 Hours Ago
Stopped the event overriding the newer session ID and redefined the older key to as a server session ID.
6 Hours Ago
Update: adding a TODO to enable minor logic caching Tests: none, trivial change
6 Hours Ago
Merge: from main
6 Hours Ago
Merge: from triggerparentdelayedexit_optim - Bugfix: added missing check in tickmode 1 - Bugfix: fixed TriggerParentDelayedExit cleanup logic disabling it's effects - New: paste_line command Tests: built a wonky ship with tickmode 1, jumped over it's gaps
6 Hours Ago
Update: TriggerParentDelayedExit cleanup logic only runs when trigger is disabled We always ran cleanup when OnEmpty got invoked, even if decided to delay the exit, which disabled delay functionality Tests: built a wonky ship and jumped around gaps - parenting was in effect long enough
Today
merge from adventcalendar_effect_fix
Today
Fixed another plane in the same effect
Today
Added gibs for scrap box
Today
merge from adventcalendar_effect_fix
Today
Fixed open_advent fx collision plane layer, clients were able to walk on it, causing flyhack kicks
Today
Added detail panel, can select tests to read their description and result message
Today
Bugfix: TickMode 1 - add missing overrideOtherTriggers check Tests: none, trivial change
Ensure a turned off turret won't try to predict movement on the clientside
Run rotate at 10hz rather than 20hz. Run send aim direction at 10hz rather than 20hz. Run look for targets at 5hz rather than 10hz.
Today
Update: remove dead vars and cache == null check Tests: none, trivial change
Today
fbx update salvaged hammer
Today
Salvaged Hammer Refresh models and textures
Today
Fix FreeImage format IDs
Today
Apply changes to CopyBoneMatrix from x86-64 Fix FreeImage format IDs
Today
Update: add paste_line <name> [count = 1] [offset = 1] - will spawn the clipboard in a line using player's facing with offset-sized spacing - also if pasting players, make sure they run their ForceTriggerUpdate - codegen Tests: spawned a 100 boats in a line
Today
▆▌▋▋▅▄▍▄▋ ▅▄▊ █▍▍▄▊▌▋▍█▉ ▅▄▍▌▋▌ ▉▌▄▉ ▄▌▉ ▆▌▊▉▅▋ ▊▇▍▉█
Today
Test key caching
Today
Cache all the data instead of parsing everything in OnGUI Some cleanup
Today
Rejigged exlosives box prefab (non-variant, split off matrix displays). Reran manifest.
Today
Test runner window automatically loads the last results after a test suite has finished
Today
Merge: from main
Today
Can run tests from the window
Today
Fixed negative scale warning on cannon gibs
Today
Remade scrap box prefab so not prefab variant. Renamed prefab to remove "wooden". Added scrap box LODs. Adjusted metal/gloss levels on scrap box. Updated manifest and localisation.
Today
▅▍▍▍▍█▌▉ █▆▅▉▍▍▄▆▇▅ ▄█▍▍ ▉▉▆ █▉▅▅▄ ▅█▅▅▅▅
Today
merge from indirect_instancing
Today
Keep Indirect Instancing disabled by default (until rare wrong object bug is fixed)
Today
rebase on main
Today
* Improve job scheduling to make leaving the job phase more robust through loading screens * Fix NRE when trying to remove instances before Indirect Instancing was initialised
Today
Add vertex density slider for terrain detail Fix grid position alignment issues with some cell sizes Editor recreates terrain buffers on inspector changes
main -> autoturret_improvements
Revert 140177 - needs more investigation
Today
Remove unused field
boat_ai_boxing_fix -> main
BoatAIInstruction uses nullables to get around the 1 allocation per queue add (thanks Daniel!)
main -> boat_ai_boxing_fix
notification_custom_link_support -> main