159,957 Commits over 4,566 Days - 1.46cph!

Rin
Today
Removed blueprint fragments from workbench crafting recipes. Replacing with old scrap values WB LVL1 - 50 WB LVL2 - 500 WB LVL3 - 1250 Blueprints will now be used to progress the tech trees instead of scrap. Currently 1 per item. WB LVL1 - Blueprint Fragment WB LVL2 - Blueprint Page WB LVL3 - Blueprint Book Engineering workbench will use Blueprint fragments Blueprint Fragment can be found in barrels, boxes and common low end loot sources Blueprint Pages can be found where Basic Blueprint Fragments previously were Blueprint Books can be found where Advanced Blueprint Fragments previously were Blueprint Fragment can be upgraded into Blueprint pages at 10:1 Blueprint Pages can't upgrade into Blueprint Books Items can still be researched via the research table for scrap Default blueprints 10 Common 15 > 20 Uncommon 30 > 40 Rare 60 > 100 Very Rare 120 > 300 More balancing and changes to come
Today
Merge from poolable_wearables
Today
Add poolable components to a bunch of wearables, in most cases this brings the cost of creating that wearable from over 1ms to under 0.1ms, we'd pay this cost any time a player with this clothing entered network range or changed clothing Affects: buzzcut hair style (m+f), wolf headress, diving fins (m+f), wearable crate, gas mask, knight armour hat, metal mask and chest, nvg, ninja suit (m+f), paintball overalls, female cloth sash, bandit guard suit, clothing mannequin, nomad+space hazmat, nvg scientist suit, all jumpsuits, outbreak scientist suit
Today
Merge from livestock_vendor_young_animal
Today
Added some more information to the livestock vendor conversation, explaining the potential system
Today
Update a test that now fails
Today
Added a dialogue stage to the livestock vendor if you bring them a young animal
Swap tick based LOD to a time based one so we can support running on low fps servers
Today
Make search after wall is destroyed stop once both sides reach eachother
Today
Fix rooms being regenerated when changes were made instead of only regenerating the modified parts
Today
Fixed decals not working on some collapsed renderers
Today
Fixed low ramps being blocked by deployables in the room below when placing or upgrading them Added a setting on deploy volumes to skip them when the block is attached at given sockets Before: https://files.facepunch.com/Flavien/ramp_before2.png After: https://files.facepunch.com/Flavien/ramp_after.png
Today
Possible fix for build only issue where players can't mount a car after mounting a vehicle Doubled dismount rotation speed
Today
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Today
Fixed horse losing its towed entity after a server restart
Today
Switch to IList to prevent boxing
Today
Fixed siege weapon keeping their pulling flag if the server restarts while pulled Fixed catapult reload progress bar staying on screen if the catapult dies mid reload
Today
Fixed a crash with inputs firing from removed triggers Fixed wrong lookup function used in Hunter NPC code Add m_hStoredPathTarget to SetSaveValue whitelist VPC builds for Linux64 gmad/gmpublish build for Linux64 VPC can build and run for Win64 + compile warning fixes Disable VPC writing CodeLite projects on Linux Implement VPC colors for Linux so I can see what's going on Get rid of usages of lowercase min/max macro * So it doesn't interfere with c++ headers for 64bit builds on Linux * Also lets us get rid of some include hacks Minor Hammer code fixes
Yesterday
Added unfiltered option for the microphone stand
Yesterday
Fixed building skins roof overhangs collider inconsistencies blocking blocks placement Before: https://files.facepunch.com/Flavien/roof_before.png After: https://files.facepunch.com/Flavien/roof_after.png
Yesterday
radwater_color -> main
Yesterday
Minor colour changes
Yesterday
Check the 2d spatial index for rooms first before using Vis.Entities() to find a player's nearby room
Yesterday
merge from fix_tc_upkeep_spacing -> main
Yesterday
Merged shelved code review changes. Removed duplicated code.
Yesterday
Set horizontal spacing to 12px
Yesterday
Fixed more parented wire issues on boats when leaving edit mode
Yesterday
Improvements on top of those fixes to bring the object count back down to where it was before
Yesterday
Tint radioactive water a slight green colour Affects: throws, sprinklers, etc
Yesterday
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Yesterday
Fix reload sound events missing from mortars
Yesterday
Fixed glitchy blur with pedal bike rear wheel.
Yesterday
merge from vine_null_invoke_fix
Yesterday
merge from tv_error_spam_fix
Yesterday
Fix vine mountable "DeferredStopReplicatingPos invoke with null action" error Happened after a server restart if a vine was saved while swinging Fix vines not correctly resetting to their default state on server restart
Yesterday
Fixed the neon being overly red and blobby.
Yesterday
Fix TravellingVendor.IsPlayerIgnored NRE spam
Yesterday
Fixed some old effects that were blanket receiving every external force on all layers.
Yesterday
scrap king - all gibs
Yesterday
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Yesterday
Increased the bounds of some monuments to match their terrain pad so they can't spawn too close to eachother and overlap terrain. S2P on all. Tested a previously problematic seed in editor - Military tunnels - Powerplant - Trainyard - Water Treatment Plant - Launchsite
Yesterday
merge from io_optims
Yesterday
Fixed AmbientLightLOD lights staying dark when their entity is reused from the pool next to the player, like after teleporting or respawning in your base Regression from 168517
Yesterday
merge from battery_vfx_fix
Yesterday
merge from repairbench_charms_fix
Yesterday
merge from tutorialvideos_fix
Yesterday
merge from menuchat_blur_fix
Yesterday
merge from stairs_los_improvements
Yesterday
merge from safezone_warningpopup_fix
Yesterday
pt_boat_scientists_ignoreplayer -> main