137,021 Commits over 4,324 Days - 1.32cph!

Yesterday
Drums - Updated foot ik positions on drumkit - Updated override controller
Yesterday
Merge from naval_update
Yesterday
Merge from main
Yesterday
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Yesterday
Merge: from main
Yesterday
Bugfix: prevent leaking entities into save from transient containers Tests: 2.5k procgen map with disabled deep sea - 5 time save-load, went from 15,565 to 15,606. So we're still leaking, but less than a 0.1% per save. Didn't see anything specific in the entity dump.
Yesterday
- Create basic golf ball entity - Create golf ball projectile - Hitting E on the golf ball entity spawns a golf ball projectile with a small upwards velocity (for testing)
Yesterday
apartment complex layout refinement to street and ground surfaces readying for procmap, s2p
Yesterday
Dealt with the escaping when formatting for ADX. Also fixed the construction of the array syntax so it automatically parses into the dynamic type in ADX (previously it was still treated as a string) (Note: the confusion is that there is slightly different syntax when using datatable vs .ingest and I had used a combination of both DOH)
Yesterday
merge from prefab_preprocess_fix
Yesterday
PlayerRigUpdate2 -> hackweek_golf
Yesterday
main -> hackweek_golf
Yesterday
Now excludes inactive settings. And added todos for remaining work
Yesterday
merge from main
Yesterday
Blockout for rentable kiosk A
Yesterday
Read the log file instead and run the server in the shell
Yesterday
merge from main
Yesterday
meds box corpse
Yesterday
armor box corpse
Yesterday
merge from industrial_redirect_fix
Yesterday
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Yesterday
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Yesterday
merge from sprinkler_obb_fix
Yesterday
tool box corpse
Yesterday
last one, texture setting adjustment for boxes and reducing AO texture size
Yesterday
more texture setting adjustment for boxes and reducing AO texture size
Yesterday
texture setting adjustment for boxes and reducing AO texture size
Yesterday
charcoal box matrix added, prefab adjustments, corpse added, icon rendered, loca updated, AO texture reduced to 1k
Yesterday
wip comps box fbx update
Yesterday
Properly route stdout to the rust client Watch for server ready message, connect player once server has booted
Yesterday
First steps for a local tutorial Start up a local server via debug.startLocalTutorial convar, currently only loads craggy
Yesterday
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Yesterday
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Yesterday
Better fix, match the old capsule entirely with an OBB If anything this will allow sprinklers to hit more planters slightly
Yesterday
Adjust sprinkler splash bounds box to more closely match last months behaviour Should fix sprinklers on walls
Yesterday
Fixed redirect skins not working with Industrial filter optimisations Added a test to cover this case
Yesterday
Fixed possible NRE when looking at an object thrown into a small ramp
Yesterday
merge from bbs_exploit_fix_v2
Yesterday
merge from lowfps_oven_improvements
Yesterday
Improve handling of BaseOven at extremely low frame rates Still apply delta in increments of UpdateTime, but allow for multiple increments to be processed each tick to speed up the backlog Very minor HasAttachedStorageAdaptor optimisation, seemed to save maybe 0.01ms sometimes
Yesterday
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Yesterday
Merge from main Conflicts auto resolved on: Rowboat.prefab, Cannon.deployed.prefab, paintballgun.entitiy.prefab, HeldEntity.cs, HeldEntity.Client.cs, PlayerModel.cs
Yesterday
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Yesterday
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2 Days Ago
merge from guntrap_leak_fix
2 Days Ago
merge from fix_texture_streaming_naval
2 Days Ago
merge from bbs_overlapping_building_construction
2 Days Ago
merge from hold_type_swap_footstep_fix
2 Days Ago
Logistics baseline: Added data chip, can be deployed on entities to add data ports and expose new data - HBHF sensors expose detected player positions - Auto turrets expose their exact number of ammo left Added ethernet tool, used to wire the new data IO type Added data computer, has data inputs and is where you can consult data from all connected chips
2 Days Ago
Revert mip streaming on textures used by foliage grid system Fixes blurry rocks, sea weed, corals