244,536 Commits over 3,898 Days - 2.61cph!

1 Year Ago
Aggregate GetBbox and GetBboxFromProxies
1 Year Ago
Enable parallel solver
1 Year Ago
merge from experimental
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
subtrating 88130
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
merge from force_update_workbench_trigger
1 Year Ago
exspanded workbench source area, able to stand slightly further away and craft
1 Year Ago
merge from vending_admin_height_fix
1 Year Ago
Paint prefabs different to gameobjects in GameObjectControlWidget Change how enable state is triggered
1 Year Ago
Reference Facepunch.ActionJigs Serializing / deserializing action jig delegates Fixed System.String not being whitelisted Simple action jig serialization test Refactor simple actionjig test Replace References with AssemblyReferences in CompilerSettings Also make DistinctAssemblyReferences do the filtering that literally every user of that property was doing. Allow CanEdit("action"), expose NodeLibrary to tools packages WIP delegate upgrader for action jigs ActionProperty, skeleton of an action jig editor WIP Some NodeGraph abstraction Fleshing out action graph editing
1 Year Ago
Rename SceneSource to SceneFile Add PrefabFile resource type Can convert a GameObject to a Prefab Can drag a PrefabFile to GameObject control widget GameObjects referencing a PrefabFile GameObject will serialize properly Changing Scene will automatically change scene of child objects Update turret scene
1 Year Ago
TreeView/TreeNode speedup Don't render NativeRenderingWidget if it's not visible Give nice warning when calling AssetSystem.CreateResource with invalid extension Allow overriding some of the SceneMapLoader functions
1 Year Ago
merge from main
1 Year Ago
network++
1 Year Ago
merge from turret_interference
1 Year Ago
merge from RestrictSpawnNearMonuments
1 Year Ago
merge from main
1 Year Ago
merge from io_bed_issue
1 Year Ago
merge from underwater_brightness
1 Year Ago
merge from oct_balance
1 Year Ago
max interference turrets 12 - turrets automatically disable after the 12th is placed within a 40m radius of other turrets. interferenceradius 40m
Leaderboard backup, run #6413
1 Year Ago
Added a looping gesture for the mission provider, just uses the wounded anim right now
1 Year Ago
Wrap map loaded sceneobjects
1 Year Ago
show selected player banished upgrades banishing doesnt reroll flash banished upgrade banished tooltip text urgency upgrade
1 Year Ago
Increase wood supply amount in mission 4
1 Year Ago
Fixed missing canoe collider Moved chicken spawner
1 Year Ago
Add GameObjectFlags IBodyModifier not used Map loading component test
1 Year Ago
Remove unused pvs stuff Don't delete the whole physics and sceneworld when removing a SceneMap Remove .vmap extension when trying to load a map Expose Map.PhysicsGroup, Map.SceneMap
1 Year Ago
Apply same ping styling to pie menu
1 Year Ago
Use a ping widget to highlight a blueprint if it's required by the current tutorial stage
1 Year Ago
- Optimised UpdateInterference() to only be called when when a turret is turned on or off - Removed the new OnlineFor() code, we no longer need it with this new system (I think?) - UpdateInterference no longer counts turrets that are already in interference mode
1 Year Ago
Parent merge
1 Year Ago
Merge from main
1 Year Ago
Fixed up no respawn zone check + other cleanup
1 Year Ago
Updated Tpose file
1 Year Ago
Varying tooltips in the UI, depending on why sleeping bag respawn can't be used
1 Year Ago
interference spark sound
1 Year Ago
Flattened angle check for accessing the admin panel of a vending machine, fixes not being able to access admin controls if the vending machine is higher than the player but still within interact range
1 Year Ago
HuntingTrophy_Large texture polish
1 Year Ago
Apply same fix to beach towel
1 Year Ago
Fixed sometimes not being able to use the wire tool when standing on top of sleeping bags, modular car lifts or beds Culprit: can't use wire tool if the players eyes are intersecting a prevent building volume, these entities have large prevent building volumes that the player can easily stand inside. Applying the IgnoreWireCheck tag to these colliders fixes the issue
1 Year Ago
Sleeping bags now check whether they're inside a No Respawn Zone
1 Year Ago
Updated SpawnOptions protobuf message to allow for sending different availability states, instead of just occupied or not. Now we can send OK, occupied, underwater, or in a No Respawn Zone
1 Year Ago
Merge from tutorial_island
1 Year Ago
Merge from main