139,346 Commits over 4,474 Days - 1.30cph!

14 Days Ago
Merge: from main
14 Days Ago
Fix missing } in DartsGameLeaderboard protobuf
14 Days Ago
merge from cui_multi_destroyui
14 Days Ago
fixed import options for tree fence collider mesh
14 Days Ago
merge from main
14 Days Ago
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.
14 Days Ago
updated the gas station collider - removed the lift from it
15 Days Ago
Merge from workshop_subsystems
15 Days Ago
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
15 Days Ago
Merge from parent
15 Days Ago
Merge from main
15 Days Ago
Merge from invoke_cleanup
15 Days Ago
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
15 Days Ago
Fixed a missing CancelInvoke in Climate
15 Days Ago
Fixed up ItemModConversation, it's just a prototype and not in use but it's bad code
15 Days Ago
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)
15 Days Ago
Merge from terrain_copy_window
15 Days Ago
Added a car lift to dome (editor only)
15 Days Ago
S2P large oil
15 Days Ago
ElectricGenerator now saves/loads it's requiredPowergridStage Otherwise any setting to this in monuments would be lost on server restart
15 Days Ago
Bake into a MeshTerrainRoot so the final result is more usable and can be moved around
15 Days Ago
Server fix, grey out foliage option at edit time
15 Days Ago
Added CommunityEntity.DestroyUIs RPC - designed to be able to destroy multiple CUI panels at once
15 Days Ago
Add foliage support
Rin
15 Days Ago
Merge from hackweek_granular_mortar_UI
15 Days Ago
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
15 Days Ago
IOEntityEditor is now a dockable toolbar
15 Days Ago
Fix NRE on boot of standalone monument scenes (PowergridManager)
15 Days Ago
Fixes
15 Days Ago
Fix a few companion app pool leaks, flagged by adding the non caching attribute to broadcast methods
15 Days Ago
merge from main
15 Days Ago
Fix all clan actions not returning their result protos to the pool
15 Days Ago
Fix DeepSeaManager.TeleportPassenger incorrect pooling Slight refactor, got rid of an unnecessary class and method
15 Days Ago
Fix pool leak in DisplayingBoxStorage
15 Days Ago
gamesroom shotgun trap - icon updated - prefab updated
15 Days Ago
gamesroom shotgun trap - visual magazine reloading setup - textures updated - game model updated
16 Days Ago
merge from hackweek_parented_ddraw/identifiers
16 Days Ago
merge from hackweek_parented_ddraw/text_ztest
16 Days Ago
Powerplant player states. Various related fixes and improvements. File cleanup.
17 Days Ago
merge from fix_apartment_hostile_warning_flicker -> main
17 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
17 Days Ago
merge from main -> fix_apartment_hostile_warning_flicker
17 Days Ago
merge from apartment_break_in_sound -> main
17 Days Ago
Fix compile error
17 Days Ago
Merge from main
17 Days Ago
Cow will now run if the player it's following gets too far away
17 Days Ago
Reserialize the break in sound as it didn't have a sound class assigned which was throwing NREs
17 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
17 Days Ago
Assign the sound effect to the apartment door prefabs
17 Days Ago
merge from main