140,484 Commits over 4,505 Days - 1.30cph!

Today
- Center airfields power level display - Removed 1 light from the entry door as it only needs 3 to open - ran s2p
Today
Updated the CommandBufferManager to name the command buffers after their camera events, as each camera event is given a unique command buffer
Today
Merge from main
Today
Merge from main
Today
Zigg Tank Large mesh collider update and primitive collision removal.
Today
merge from main -> base_occlusion
Today
Codegen
Today
Tests to confirm the interior walls are fixed
Today
Fixes to make edge case of interior walls not be hidden
Today
Add command to export a building into a format that tests can use (so we aren't spawning the giant base every single time)
Today
Add more tests
Today
Switch to using EnterPlayMode + DomainReload so the normal shutdown has a chance to run
Today
Fix sqlite database being locked in the editor (requiring you to restart editor every time it happens) - force close all open sqlite databases when exiting playmode
Today
Merge from nexus_fixes
Today
Mark classes used for the nexus server browser as JSON models so they don't get mangled by the obfuscator
Today
Created 8 new sprinkler tests to catch an issue with sprinklers visibly splashing but not applying water to planters after a server restart They all fail right now Remove server.useLegacySprinklerLoadProcess, should no longer be needed
Rin
Today
merge from industrialTorch_SFX_fix
Rin
Today
merge from torch_3p_sfx_fix
Rin
Today
merge from rug_culling_distance_fix
Rin
Today
merge from largeplanter_gibs_fix
Rin
Today
merge from shippingcontainer_decal_fix
Rin
Today
merge from muzzlebrake_pos_fix
Today
merge from main -> base_occlusion
Today
Network group implementation
Today
Updated the particle effects of the spray can to broadly match the texture being sprayed Approximates the colour via a texture lookup. gets cached per texture so it only happens once per skin in a session
Today
Merge from vm_hand_spawn
Today
Remove the hand_mesh from v_building_planner_rig (hacky removal, proper re-export will be better but this should allow us to verify memory savings)
Today
Merge from vm_hand_spawn Only active on building_planner for testing, other vm's are unchanged
Today
Tests improvements, some fixes
Today
Merge from main
Today
Compile fix
Today
Merge: from mt_snapshot_saving - Bugfix for thread race in Jobs 4 mode when saving BasePlayer Tests: booted craggyisland_missions, completed a mission
Today
Bugfix: avoid a thread race on PlayerState MRU dictionary when saving BasePlayer - use readonly access in Save that doesn't update MRU - push to cache on player connect Tests: ran CraggyIsland_missions, completed a mission - saw states change in UI
Yesterday
Update: avoid calling db queries when saving BasePlayer.PersistentPlayerInfo - instead resolved on player join It should be safe according to docs(mt calls are serialized), but this way is just simpler. Tests: booted into craggy
Yesterday
Update: implement UnsafeScriptingAcccess.SwitchToMultithreading awaitable Works with ConVar.Unsafe.UseMultithreadedScripting to either keep task on main thread of offload it to thread pool Tests: TLSTest script, with covnar being in both states after system runs
Yesterday
Merge: from main
Yesterday
Compile fix
Yesterday
add a way to pin/favorite commands
Yesterday
merge from sail_optim
Yesterday
merge from clan_misc
Yesterday
merge from masterkey
Yesterday
merge from powerplant_wire_fix
Yesterday
merge from shadow_caching_nvg_bug_fix
Yesterday
merge from fix_gasstation_bettercarloot
Yesterday
merge from nvg_trophy_fix
Yesterday
merge from satcom_monumentinfo_removal
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
Merge from nexus_fixes
Yesterday
Codegen
Yesterday
add a scene icon next to commands that open scenes