130,160 Commits over 4,201 Days - 1.29cph!

Today
FindBaseCombatEntityPrefabs exclude prefabs with CannotBeCreated tag Assigned the CannotBeCreated tag to cartable base prefab
Today
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Today
Add radiation to satellite Shrunk puzzle reset to the keycard room: covered the entire monument S2P
Today
Shrunk radtown puzzle reset range and centered on the building: it was huge Enabled radiation S2P
Today
Add radiation to power plant main puzzle building S2P
Today
Updating meta data for v4 update anims
Today
Enable radiation on NMS S2P
Today
Try merging two existing puzzle resets into the larger one so we only have a single RadiationTrigger in the monument - remove PuzzleReset generator that had no IO connections - move it's SpawnGroups over to the other PuzzleReset Enable radiation on the new single puzzle reset S2P
Today
Skip spawning Xmas event gifts to debug.invis players
Today
Add radiation to harbor 2 keycard room S2P
Yesterday
Compile fix, third times the charm
Yesterday
Add radiation to harbor 1 keycard room S2P
Yesterday
Move ferry terminal puzzle reset over to the puzzle room because it was on the wrong side of the monument Enable radiation on the ferry terminal keycard room S2P
Yesterday
Don't spawn eggs/candy for debug.invis players during seasonal events
Yesterday
Enable radiation on airfield puzzle room S2P
Yesterday
Compile fix again
Yesterday
horseriding - updated anim settings
Yesterday
jackhamer - set to use custom spine & added values
Yesterday
Compile fix
Yesterday
Moved all test runner convars to DEBUG only
Yesterday
- Save drone accessibility state to the vending machine flags - Recalculate if any physics neighbours change
Yesterday
Update: ISubscriberStrategy.GatherSubscriptions outputs whether it has fully or partially gathered subscriptions - all existing implementations report "full" gathers This feeds into whether we'll stop running UpdateSubscriptions or not. Will use this to throttle-and-prioritize cell streaming to spectators Tests: editor compiles
Yesterday
sound changes on 50cal PT boat guns
Yesterday
including water depth in shallow water velocity scaling
Yesterday
Make sure the shore vector array is not filled with NaN values when water system is null
Yesterday
Actually we can't use ResetStaticFields here, its in a DEBUG define Added the ResetStaticFields method in TestRunner.cs
Yesterday
merge from puzzle_reset_changes -> main
Yesterday
ResetStaticFields on TestRunner
Yesterday
Jump improvements: - Setup ladder triggers around junkpiles to make jump ups easier - Add kinematic rigidbodies to junkpiles (better collision detection) - Boyancy point improvements
Yesterday
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Yesterday
Adding m92 refresh viewmodel rig
Yesterday
Merge from parent
Yesterday
Merge from volume_checks
Yesterday
Merge from volume_checks
Yesterday
Make radiation sphere outer range gizmo yellow so it's a bit more clear which puzzles have radiation at a glance
Yesterday
Add `drawpuzzleresets` convar so you can ddraw the puzzle resets & radiation ranges at runtime - will only show to admins who are inside the reset ranges - will update every 10s, based off puzzle reset code
Yesterday
Remove debug drawing
Yesterday
Setup remaining blocks
Yesterday
Updated folder paths, updated test list
Yesterday
merge from cargoship_cameras
Yesterday
Update network groups of cargo cameras inside the main cargoship movement update Fixes an issue where they stop working after cargo left its original spawn position
Yesterday
Renamed Tests folder to AutomatedTests
Yesterday
Wrapped all the test code in #if DEBUG
Yesterday
DDraw .meta files
Yesterday
Merge: from networkpositiontick_reduce - Optim: buoys, containers, water-junkpiles and vines no longer always replicate their position. Reduces number of NetworkPositionTick invokes from 2309 down to 522 on 4.5k map Tests: interacted with each prefab type, observed up close and from afar
Yesterday
Update: codegen Tests: editor compiles
Yesterday
Merge: from main
Yesterday
Cherrypick DDrawCommand from naval update
Yesterday
merge from main
Yesterday
Loot Panel sorting ui