160,204 Commits over 4,566 Days - 1.46cph!

Yesterday
Inverted the mask of the hemp accessibility tint, only affects the bud now Did a big clean up, impostors don't show the bud so we no longer need an impostor baked per colour setting
Yesterday
Show the blocked reason in a toast if blocked when attempting to flip or rotate a block
Yesterday
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Yesterday
Rotate and flip share the same slot in the pie menu and E/Q switch between them like building skins We merge them together to not break muscle memory and shift the building tiers around
Yesterday
Swap net lods to use distance comparisons instead of cells to ensure its consistent between small and large network entity settings
Yesterday
Merge from belt_main_priority_stack
Yesterday
When right click transferring items from a container only move those items to the belt if there is an unfilled stack that we can fill up, otherwise it will go into the main inventory
Yesterday
Added all the mirrored stair skin prefabs Can bake all the meshes and prefabs using Tools > Building Blocks > Bake Mirrored Stairs
Yesterday
Added mirrored versions of the L and U stairs - can be flipped with SHIFT + R when deploying - or using the hammer if placed less than 10 minutes ago https://files.facepunch.com/Flavien/oFr7SIxlXyO1eTFm.png
Yesterday
Merge from spray_anim_fixes
Yesterday
Fixed spraycan becoming unusable until the item is requipped if player sprays at a surface and then quickly looks away Also fixed spraycan 3p spray anim playing twice
Yesterday
main -> network_lods
Yesterday
- Massive code cleanup - Reduce/remove a bunch of un-needed allocations - Remove some un-needed procedural eye code
Yesterday
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Yesterday
Merge from double_anim_event_fix
Yesterday
Don't allow multiple identical animation events to fire in the same frame on PlayerAnimationEvents We're now running concurrent, identical controllers on a single animator and when they use animation events they are both firing at the same time
Yesterday
merge from main
Yesterday
Get Linux32 to build for now * Seems there's a VPC bug on Linux that needs investigating
Yesterday
Fix server collider for sail having both the "lowered" and "raised" colliders active after it was first spawned
Yesterday
Add 50MB zip test case
Yesterday
Add ability for room occlusion to take one of the newer saves with cached entity links and export that directly to a full server state of the world (instead of only splitting it into multiple copy paste files) - allows loading an entire server to benchmark performance - can now zip base occlusion test fixtures because JSON files don't scale well to 400MB (who would have expected)
Yesterday
Tests
Yesterday
Codegen
Yesterday
Fixed building blocks being destroyed causing doors to be recalculated when they didn't need to be
Yesterday
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Yesterday
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Yesterday
scrap king - updated frames and their gibs, blocks import settings, foundation steps movement collider
Yesterday
merge from dynamiclod_parenting_fix
Yesterday
Fixed lights staying off after being reused from the pool or switched back on, when they were occlusion culled at the time (from 163706)
Yesterday
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Yesterday
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Yesterday
Fixed quit button
Yesterday
merge from updaterequired_improvements
Yesterday
Tweaked wording, translations
Yesterday
merge from main -> base_occlusion
Yesterday
Disable some unused Bootil stuff that spits out warnings Reduced compile log noise on Linux Removed unused libraries from lib/ Handle 0 byte model files crashing the game Fixed some compile warnings Linux64 build progress Rename some tool project internal names
Yesterday
Add fsm graph window for viewing/debugging/editing npc fsms.
Yesterday
fix demo export in builds
Yesterday
merge from main -> fix_sail_guide_mismatch
Yesterday
Add automated tests for placing foundations in rocks
Yesterday
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Yesterday
tone down eye lid opening bounce
Yesterday
Changed "Client update required" kick message wording. Can be translated too
Yesterday
merge from skinviewer_waterpurifier_fix
Yesterday
merge from tattoos/art_pass
Yesterday
Fixed water purifier showing its viewmodel in the skin viewer (its using the old deployer still)
Yesterday
merge from main
Yesterday
Play eye movement and blinks from the customiser anims - updated blink anims - each clip's mask is the v4RustPlayerMask bones plus l_eye, r_eye, l_eyelid, r_eyelid - UI_CharacterPreview - removes the procedural eye look-at and blink in the preview - PlayerModel.ApplyHeadEyePositions - the preview re-applies each head's eye positions after the animation, to fix eyeballs sinking into skull - self contained eye code changes in the customiser, In-game eye behaviour is unchanged
Yesterday
merge from main -> ugc_censor_option
Yesterday
merge from main -> fix_foundation_clipping_rocks