131,428 Commits over 4,232 Days - 1.29cph!

2 Days Ago
merge from vehicle_large
2 Days Ago
Steering wheel deployment volume improvements
2 Days Ago
Allow planks to be placed nearer edges to make them more useful, based on previous feedback. Looks a bit odd right now though.
2 Days Ago
manifest
2 Days Ago
loud static phonebooth
2 Days Ago
basic client->server sculpture update, removed serverside carving
2 Days Ago
Small engine deploy volume improvements
2 Days Ago
Sail deployment volume improvements
2 Days Ago
- Fix flex virtual scroll not calculating the correct top and bottom starting rows after dynamic cell changes - Increased the threshold for console messages to be put into the same bucket (1.5 seconds now) - Console messages will now group according to log type, multiple warnings will be grouped together etc
2 Days Ago
Scene progress
2 Days Ago
Plank groundwatch layer fix, deploy volume improvements.
2 Days Ago
Cannon ground watch layer fix, deploy volume improvements.
2 Days Ago
Loadout view, info and items styling
2 Days Ago
- VirtualScroll and FlexVirtualScroll now support elements with different heights - dynamic sizing - Console is now displaying properly
2 Days Ago
Update: resolve addresses to methods/trampolines where possible - ServerPorfiler built from 18130132 A bit ugly, but don't care for now Tests: viewed BasePlayer::ServerUpdateParallel
2 Days Ago
Ramp deploy layer fix
2 Days Ago
Tech Tree category setup - Weapon / Attire / Construction / Utility
2 Days Ago
hackweek arcade machine implemented special combination with flashing lights and all the things
2 Days Ago
Bone armour repose/lods
2 Days Ago
Bugfix: jump addresses are now valid - Also added ability to show opcode bytes - ServerProfiler built from 95cd43f7 Was due to invalid use of library API (I should've RTFMd) Tests: viewed BasePlayer::ServerUpdateParallel
2 Days Ago
bake GUI physics on a job thread without blocking
2 Days Ago
Add ladders back to boat building station.
2 Days Ago
Added PlayerBoat.PowerdownOnNoPlayers servervar. Can disable auto engine/sail shutdown for testing/cinematics
2 Days Ago
basically functional SDF in-GUI sculpting
2 Days Ago
Improved the `fillwater` command - Now able to fill up deployed liquid container being looked at, in addition to items in the hotbar - Clears old contents before adding, so you don't get stuck with the wrong water - Able to fill up water bucket, provided its equipped - Added reply feedback + description, cleaned up the code
2 Days Ago
hooked up kick hazmat icon to skinnable
2 Days Ago
Merge from vehicle_large
2 Days Ago
merge from boat_building
2 Days Ago
Anchor deployment fix
2 Days Ago
turning tesselation all the way down on the ice block, not needed as badly with the new method
2 Days Ago
clear with an overfit sdf mod rather than directly setting values, always enforce clear boundary values
2 Days Ago
Remaining layer fixes
2 Days Ago
Server tab
2 Days Ago
Floor & triangle floor layer fixes
2 Days Ago
floor & triangle floor layer fixes
2 Days Ago
hackweek - halloween garland blockout and test atlas
2 Days Ago
Square and triangle hull layer fixes, entity list updates to boat building blocks.
3 Days Ago
Use a better way to toggle objects in motion. This fixes "stuck" objects and the initial state of doors but currently breaks everything else that is not a door.
3 Days Ago
Profile ScaleBySpeed.Update
3 Days Ago
Wrap WaterDynamics.UpdateWaterDynamics in profiling
3 Days Ago
Add wake displacement to every hull block, to check performance
3 Days Ago
Start trying to figure out how we're gonna do this... Add PlayerBoat.Effects partial. Setup client hierarchy, realm removed server-side.
3 Days Ago
hackweek arcade machine implemented line combination wins with visual light feedback
3 Days Ago
Merge from parent
3 Days Ago
Merge from main
3 Days Ago
Added a new chest at each base that can be looted by the opposing team, contains high value data that respawns every 30s
3 Days Ago
Show on the item info panel if data can't be redeemed
3 Days Ago
Add data spawns to all of the loot spawners
3 Days Ago
Added new GameModeAdditiveLootGroup component, can insert extra game mode specific items to loot spawns
3 Days Ago
Set default execution order of InvokeHandler to (hopefully) work with Indirect Instancing