129,109 Commits over 4,201 Days - 1.28cph!

41 Days Ago
Debug: ServerOcclusion - for player_occlusion_subgrids, show cached info as well This shows the reason why it's possible to see through terrain at specific angles - our "narrow passages" approach get into hollow terrain Tests: used above to fly around and inspect the world
41 Days Ago
Update how mission rewards are serialized to support having a choice of rewards Update all mission assets with ported over rewards data Update mission editor inspector for new rewards structure
41 Days Ago
Manual impostors for curved palm variants.
41 Days Ago
Fix logging all commands by normal users - need to check both ServerUser and !ServerAdmin
41 Days Ago
If autoloading a property then invalidate the network cache - this ensures the first set of Autoloads will be replicated properly in all cases
41 Days Ago
Updated charity plushie textures to reflect updated logo guidance. updated icon for charity plushie 01
41 Days Ago
merge from drone_storage_slot - first pass for early testing
41 Days Ago
Convared all the deep sea generation settings for debug purposes Added commands to spawn cities and ghost ship on current player position
41 Days Ago
Don't want NuGet either in this case - just take the ZLinq and remove everything else
41 Days Ago
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41 Days Ago
Prevent startup commands from being captured before we read command line to determine if we want to disable the logging
41 Days Ago
Integrate ZLinq instead
41 Days Ago
Deep sea now spawns floating cities (the placeholder version)
41 Days Ago
Anchor placement inprovements so it can be placed over water more easily. Added test point.
41 Days Ago
reapplying train_disconnect_fix
41 Days Ago
reapply tutorial_jungle_rock_fix
41 Days Ago
reapply mixing_item_delete_fix
41 Days Ago
reapply clone_icons_fix
41 Days Ago
reapplying improve_rug_pickup
41 Days Ago
More coconut palm stuff
41 Days Ago
Fixed pivots on farm barge structure
41 Days Ago
- fix unrestricted commands being logged as clientside - fix RCON using wrong empty field to identify rcon connections
41 Days Ago
Fixed jungle animals not counting towards Wildlife Cull bandit camp quest.
41 Days Ago
Debug: ServerOcclusion - add occlusion_blocked_cells and custom_occlusion_query editor convars - occlusion_blocked_cells visualizes all blocked cells nearby - custom_occlusion_query allows to setup a query via 2 gameobjects in the editor(in play mode) - restored player_occlusion_subgrids Tests: used the commands
41 Days Ago
ignore collisions between dropped item and drone
41 Days Ago
merge from main
41 Days Ago
Impostor stuff
41 Days Ago
Merge from main
41 Days Ago
merge from naval_update
41 Days Ago
merge from main
41 Days Ago
Tropical palm files.
41 Days Ago
Scene backup
41 Days Ago
merge from log_disable_logs -> main
41 Days Ago
Log to console indicating when logging is disabled & enabled
41 Days Ago
drone properly drops storage loot on death
41 Days Ago
merge from translate_error_fix
41 Days Ago
drone uses its own loot panel
41 Days Ago
Fixed another translate NRE happening during bootstrap
41 Days Ago
Anchor anim controller setup, params, flow. Anchor anim code now functional, handles state restoring.
41 Days Ago
merge from main
41 Days Ago
added prompt provider interface for RC entities to provide action prompts on their own logic to computer ui - drone implements to prompt that its drop is ready when by checking its flags
41 Days Ago
Bugfix: ServerOcclusion - don't block visibility if there's one blocked string passage This fixes edge-cases around hills, but there's still an issue of being able to see through hill - investigating Tests: used player_occlusion_subgrids to test a bunch of paths
41 Days Ago
merge from uiworkshop_fixes
41 Days Ago
vm chainsaw attack anim edits
41 Days Ago
Fixed workshop pages not loading items correctly
41 Days Ago
Moved all airfield loot spawns Diesel moved to puzzle Monument now respawns loot in higher quanities, more inline with modern monuments Fixed loot double spawns, meaning 5 extra loot spawns - this how it should have worked but broken since 2018 S2P
41 Days Ago
Debug: changed up player_occlusion_subgrids to render results from ServerOcclusion.Algorithm.Gather - Gather now also marks if it used the neighbour passage or direct path or was blocked - Gather respects various convars Think I see what the problem is - my recent algo changes have a bug with neighbour passages. Investigating further Tests: used above server var to visualize paths