138,089 Commits over 4,474 Days - 1.29cph!

Today
underground train station blockouts
Today
Merge: from main
Today
Fix missing } in DartsGameLeaderboard protobuf
Today
merge from cui_multi_destroyui
Today
fixed import options for tree fence collider mesh
Today
merge from main
Today
Merge from main. Messy, lots of prefab conflicts, took main for them all as I hadn't changed them locally. Resolved protobuf conflicts due to additions from multiple branches, kept 234 as spare so they can all remain sequential. Needs codegen.
Today
updated the gas station collider - removed the lift from it
Today
Merge from workshop_subsystems
Today
Very annoying refactor to add support for AnimationSubSystems to the workshop preview scene Sub systems can now be initialised with just a PlayerModel and no BasePlayer
Today
Merge from parent
Today
Merge from main
Today
Merge from invoke_cleanup
Today
Move colour grading, bloom and exposure apply to UberPostPass to match BRP and enable finer post effect reordering Apply greyscale after colour grade (fixes NVG) Remove linear conversion in ColorAdjustments to match BRP Use linear conversion in greyscale to match BRP
Today
Fixed a missing CancelInvoke in Climate
Today
Fixed up ItemModConversation, it's just a prototype and not in use but it's bad code
Today
Fixed most cases of Invoke being used with a string parameter and not a method (which usually won't work on the client) Notable cases I left untouched: CommunityUI Notable cases I fixed that might fix bugs in game: -UVTextureAnimator, looks like it might be used for some blood fx -WillifeHazard scaling (snakes)
Today
Merge from terrain_copy_window
Today
Added a car lift to dome (editor only)
Today
S2P large oil
Today
ElectricGenerator now saves/loads it's requiredPowergridStage Otherwise any setting to this in monuments would be lost on server restart
Today
Bake into a MeshTerrainRoot so the final result is more usable and can be moved around
Today
Server fix, grey out foliage option at edit time
Today
Added CommunityEntity.DestroyUIs RPC - designed to be able to destroy multiple CUI panels at once
Today
Add foliage support
Rin
Today
Merge from hackweek_granular_mortar_UI
Today
Created a new Terrain copy paste window that wraps the functionality of the existing copy paste tool with some nicer UX Updated it to bake out the terrain, using the terrain baker from the tropical island
Today
IOEntityEditor is now a dockable toolbar
Today
Fix NRE on boot of standalone monument scenes (PowergridManager)
Today
Fixes
Today
Fix a few companion app pool leaks, flagged by adding the non caching attribute to broadcast methods
Today
merge from main
Today
Fix all clan actions not returning their result protos to the pool
Today
Fix DeepSeaManager.TeleportPassenger incorrect pooling Slight refactor, got rid of an unnecessary class and method
Today
Fix pool leak in DisplayingBoxStorage
Yesterday
gamesroom shotgun trap - icon updated - prefab updated
Yesterday
gamesroom shotgun trap - visual magazine reloading setup - textures updated - game model updated
Yesterday
merge from hackweek_parented_ddraw/identifiers
Yesterday
merge from hackweek_parented_ddraw/text_ztest
Yesterday
Powerplant player states. Various related fixes and improvements. File cleanup.
3 Days Ago
merge from fix_apartment_hostile_warning_flicker -> main
3 Days Ago
More fixes for the hostile warning - don't count up weapon draw duration while they have the CombatZone flag (as the client won't know to holster their weapon until metabolism clears the flag) - fix MarkWeaponDrawDuration() rounding down the newDuration but not oldDuration when checking if it needs to send an update
3 Days Ago
merge from main -> fix_apartment_hostile_warning_flicker
3 Days Ago
merge from apartment_break_in_sound -> main
3 Days Ago
Fix compile error
3 Days Ago
Merge from main
3 Days Ago
Cow will now run if the player it's following gets too far away
3 Days Ago
Reserialize the break in sound as it didn't have a sound class assigned which was throwing NREs
3 Days Ago
Play the break-in key jingling sound when the break-in is happening - set flag on the door when break-in is active - client plays the sound
3 Days Ago
Assign the sound effect to the apartment door prefabs