138,584 Commits over 4,324 Days - 1.34cph!

Today
Fix crash with paddling pool unloading.
Yesterday
missing reference
Yesterday
BoatBuildingBlocks can now always be rotated (in edit mode) - removed the timer to match new demolish behaviour. Gated behind new convar BoatBuildingBlock.AlwaysRotatable (defaults to true)
Yesterday
cargo_crate_layering_fix -> main
Yesterday
Ensure cargo map marker is always placed below the crates. Fixes times where the crates were hidden under cargo
Yesterday
Potential fix for scientists rendering while sleeping, then being shot without reacting, and dying only if the player gets close again
Yesterday
Forgot to save, material fixes
Yesterday
Added collision back to shop E. Small material changes.
Yesterday
added HUD element for line tool, new convar for configuring direction lock distance threshold
Yesterday
First pass of materials on rentable shop E (still WIP)
Yesterday
merge from naval_update/io_boats/privilege
Yesterday
Ensure crate_ammunition and crate_fuel block player item input the same as the rest of the labs crates
Yesterday
labs_crate_player_input -> main
Yesterday
Slight changes in GetPrivilege to support tugboats
Yesterday
Flame turrets deployable on boats
Yesterday
boat_hand_animation_fix -> main
Yesterday
Fixed steering wheel and throttle issues on the PT Boat
Yesterday
Fix scientists bypassing a big part of player armor, eg hazmat only blocking 5% of scientist damage, and fullmetal only blocking 25%. Most clothing will now block damage as you'd expect (eg hazmat blocks 30% and fullmetal around 50%).
Yesterday
Shotgun trap deployable on boats
Yesterday
DecayEntity::GetNearbyBuildingBlock can now get boat building blocks
Yesterday
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Yesterday
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Yesterday
Added missing server collider to DS Signal Computer.
Yesterday
Fixed tropical1 bush billboard oddities.
Yesterday
merge from ddraw_sceneview
Yesterday
made ddraw work in the scene view as well, handles Text and ScreenText as well
Yesterday
Merge: from fix_sortdeferred_race - Bugfix for sorting of hits potentially running in a race with previously scheduled jobs Tests: unit tests
Yesterday
merge from dragbyangle_improvements
Yesterday
Optim: merge count and sort jobs into one Tests: unit tests
Yesterday
improved consistency on dag-by-angle calculations on player boats - changed from batched raycasts to batched spherecasts - actually check if the hull the cast hit is from the boat we care about - casts are made from the center of the hull bounds, avoid edge case where this was skimming the top of the boat
Yesterday
Add previewed line tool method, behind convar
Yesterday
clothing box - texture pass and material updated
Yesterday
Added decayentity.debuggetprivilege, helps to see when we used the slow Vis rather than using cached priv
Yesterday
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Yesterday
Bugfix: GamePhysics.SortDeferred - respect dependsOn handle param Tests: ran unit tests - all pass
Yesterday
shipping container texture repack projected decals and decal materials
Yesterday
Paint line tool, directionlock method
Yesterday
Boat building stations now cache the steering wheel in the buildable area This avoids the slow Vis when building on boats and when HBHF sensors check privilege of detected players on edit mode boats
Yesterday
Add missing SetApplicationId call for Discord integration
Yesterday
stripping shipping container models from the decal submeshes converted all prefabs to meshLOD
Yesterday
Minor HBHF refacto, don't bother polling privilege if the players in the trigger aren't elligible (dead or sleeping) All tests passed
Yesterday
Added IPrivilege, implemented by BuildingPrivlidge and SimplePrivilege (vehicles, shelters) Added GetPrivilege in DecayEntity, gives a building/vehicle agnostic privilege getter HBHF sensors now use that, so they can work on boats
Yesterday
merge from main
Yesterday
storage boxes prefab adjustments, disabled LOD3 shadows, cleaned up unused overrides
Yesterday
Merge: from spectate_stay_after_dc - Update: when spectating a player that disconnects, the client starts orbiting their last position. Third-Person is the only valid camera mode in that situation Tests: spectated a player that disconnected - was able to look around.
Yesterday
Fix throttle hand interactions on RHIB These were working originally but after as many small changes they ended up being forgotten
Yesterday
Merge: from main
Yesterday
Update: client now hovers last spectated player's position in third-person mode when spectated player disconnects/gets nuked Tests: spectated player that disconnected - started orbiting. spectated as only player on server - orbiting original position (as before)
Yesterday
freshwater_fix
Yesterday
Revert to a better cs: #144447