userandrecancel
reporust_rebootcancel

10,834 Commits over 3,867 Days - 0.12cph!

5 Years Ago
Disconnect on checksum mismatch
5 Years Ago
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5 Years Ago
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5 Years Ago
Fixed binds not working with cinematic_play and cinematic_stop
5 Years Ago
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5 Years Ago
▅▊▊▋▊ ▆▍▊▅▆▊▇▄.▊▅▊▌▉▇▅_▄█▄▉▍▉▋▊▄▆ (▉▍▇▆ ▇▋▍▆▇▄█ ▌▍▉▌ ▊▉▍▆ █▄▄ █▍█▊▊▄ ▋▄█▇▉▍▊, ▊▍▋▇█▊▊▆▆ ▊▆▉▉▊▆▄▌ ▇▉ ▅███▌▊▅, ▌█▆ ▊▅▇▍ ▌▅▊▋▊▋▌ █▌▆ ▆▆▅▄██▄)
5 Years Ago
Forgotten file
5 Years Ago
Added warning message to loading screen when joining servers with 4k maps with less than 10GB of RAM
5 Years Ago
ProjectVersion.txt
5 Years Ago
Fixed ToBaseEntity not falling back to GetComponent if called on a child object of an entity instead of the root object
5 Years Ago
Force triggers do not apply to corpses (fucks them up)
5 Years Ago
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5 Years Ago
Added "Update Game Manifest (Fast)" which doesn't do PreparePrefab and all that slow stuff (useful when all you did was add a new prefab)
5 Years Ago
Added platform.force and platform.exclusion test entities
5 Years Ago
Player inherited velocity is networked
5 Years Ago
TriggerForce takes a velocity to work towards instead of continuously applying a force (seems to be the only way to get sane results)
5 Years Ago
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5 Years Ago
TriggerForce tweaks
5 Years Ago
Added "moving" flag to model state, don't play walk animation when false (hack for excavator belts)
5 Years Ago
Excavator belt trigger adjustments
5 Years Ago
Merge from force_triggers
5 Years Ago
Merge from main
5 Years Ago
CodeGen
5 Years Ago
Fixed Diesel_Collectable prefab ID
5 Years Ago
Only skip NPCPlayer in TriggerParent, not HTNPlayer (cargo ship)
5 Years Ago
Merge from main
5 Years Ago
TriggerForce baseline
5 Years Ago
Cherry picking 37327 (TriggerForce)
5 Years Ago
Removed "noise" from monument radius / fade since it no longer provides an advantage but makes everything slower
5 Years Ago
Fixed radius / fade monument parameters potentially cutting off the terrain blend map
5 Years Ago
Added TriggerForce (not working, just a stub)
5 Years Ago
Barren prefab mountains no longer spawn in the desert (now behave identical to prefab mountains on normal maps)
5 Years Ago
Barren now has harbors, oil rigs and water wells
5 Years Ago
Take server identity into account when determining the default seed (easier to run multiple instances on the same hardware without getting identical maps)
5 Years Ago
Removed large monuments and prefab mountains on smaller maps
5 Years Ago
Added arid biome checks to giant excavator
5 Years Ago
Profiling
5 Years Ago
Added support for compound triggers to TriggerParent Added TriggerParentExclusion (I can't believe this works) ForceUpdateTriggers now exists on all entities (supports sphere, box and capsule colliders) Updated platform.entity with 2 TriggerParent and 1 TriggerParentExclusion
5 Years Ago
Comment
5 Years Ago
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5 Years Ago
UpdateSubscriptions profiling
5 Years Ago
Faster and more reliable "Tools/Steam Inventory/Download Skins"
5 Years Ago
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5 Years Ago
Fixed edge case that caused client side tree collider to be disabled after pooling
5 Years Ago
Merge from main
5 Years Ago
MotorRowboat profiling SendNetworkUpdate_Flags and SendNetworkUpdate_Position profiling
5 Years Ago
Fixed NRE in Buoyancy.Cycle when buoyancy instance is going to sleep
5 Years Ago
Enabled physics.batchsynctransforms by default
5 Years Ago
Buoyancy.FixedUpdate is handled by ServerMgr.FixedUpdate to ensure they aren't scattered inbetween other fixed updates, causing SyncTransforms churn
5 Years Ago
Tweaked physics.batchsynctransforms profiling and behaviour with physics.autosynctransforms disabled