193,915 Commits over 4,079 Days - 1.98cph!

Yesterday
Updated AI LOS blockers for Junkpiles a, g, h and i
Yesterday
Update to third person boomerang animations so that the empty hand isnt so straight down
Yesterday
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Yesterday
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Yesterday
Fixed F7 report UI again, restored input field settings
Yesterday
Scientist RHIB blockout
Yesterday
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Yesterday
Fixed wicker_barrel.corpse gibs missing script warning on warnup
Yesterday
merge from qol_crosshair_interaction
Yesterday
storage_monitor_rotate_fix -> main
Yesterday
Change client rotate method to also check for storage monitor
Yesterday
Added interaction crosshair mode setting in the option menu
Yesterday
Updated Jungle berry biome types
Yesterday
Can't rotate the TC if a storage monitor is attached
Yesterday
vending_machine_storagemonitor_rotate_fix -> main
Yesterday
Don't allow Vending Machine rotation if the storage monitor is attached (breaks wire connections)
Yesterday
storage_monitor_container_io_rewrite -> main
Yesterday
Small layout tweaks Fixed the offcentered 'open_door' icon
Yesterday
Added support for Container IO to Storage Monitor Resolves issues of storage monitor not working correctly with the new Vending Machines
Yesterday
Cherrypick(hackweek_procgen_async) Optim: PrefabPreProcess.FindComponents is now using GetComponentsInChildren With profiler, this ended up 2x faster than old way (lighthouse monument goes from 96ms to 46ms) Tests: used old code inline to validate outputs of new code
Yesterday
Cherrypick(hackweek_procgen_async) Optim: PrefabPreProcess - replace GetComponent with TryGetComponent Those are cheaper since they do less allocations and text formatting. Saves ~35s (but new flow is still slower). Tests: ran procgen with early out
Yesterday
Merge from main
Yesterday
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Yesterday
Added lookattooltip.crosshairMode convar to change the interaction crosshair visuals 0 = default 1 = no texts 2 = no texts, no icon https://files.facepunch.com/Flavien/default.png https://files.facepunch.com/Flavien/1.png https://files.facepunch.com/Flavien/2.png
Yesterday
merge from main
Yesterday
boomerang_hand_up_fix -> main
Yesterday
main -> syncvars
Yesterday
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Yesterday
network++
Yesterday
Added the src and dst alpha blend shader properties to the original decal shaders so that the values can be serialized on the materials and updated the poster materials to have these new properties
Yesterday
New folders, moved crosshair UI prefabs around
Yesterday
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Yesterday
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Yesterday
merge from inputfield_rtl_fix
Yesterday
Fixed RTLTMP_InputField not preserving vertical alignement
Yesterday
merge from main
Yesterday
upped vending machine workshop res to 2k
Yesterday
cherry-pick platform fixes
Yesterday
cherry-pick platform fixes
Yesterday
merge from main
Yesterday
merge from main
Yesterday
Added a new GetClosestPointOnBounds option to TreeLOD, prevents trees from switching to lower LODS as the player climbs it due to being so far away from the tree origin Will still ensure these trees switch to low LODS if players are high above them
Yesterday
Merge from inputfield_rtl_fix
Yesterday
Fix crafting UI NRE when changing category
Yesterday
Enable the stump collider immediately when a vine tree starts to fall, prevent things getting stuck at the base
Yesterday
Added a fallback check to ensure vines won't spawn if there is an existing home vine on the branch
Yesterday
Increase minimum horizontal distance between vine points (7 -> 9)
Yesterday
Storage for later.
Yesterday
Some potential SetAimDirection NRE changes