139,091 Commits over 4,474 Days - 1.30cph!

10 Months Ago
merge from wirecolor_nre_fix
10 Months Ago
Clean: leaving a TODO note for one I return to this
10 Months Ago
Fix not being able to place barricades on icebergs, icesheets, shore ice when close to a monument
10 Months Ago
Clamp displacement radius, fix seemingly bugged alpha blend mode, bring back displacement decay using DstColor multiply
10 Months Ago
made queue barriers R/W for batching
10 Months Ago
tweaks to fluorescent lights type e prefabs drawing distances, added a culling distance as they drew forever
10 Months Ago
New chainlink monument door (npc only and player compatible) Add placeholder conversation for farm access, charges scrap for now (temp) When a door is opened by an NPC in a conversation it will then be closed after 5s
10 Months Ago
Fixed prevent building volumes on static minecart and railroad planter Removed sockets from new static seating entities
10 Months Ago
Fix DeferredDecal component not being stripped from server entities
10 Months Ago
Refactor copypaste into multiple methods to try and figure out why certain foundations and walls are missing from pastes - unsure if it's a problem with copying or pasting so starting with pasting - move RemoveOpthanedChildren() above when we start to spawn entities - try to spawn entities in multiple passes to ensure parents are all spawned before children - add more logging
10 Months Ago
Switch certain dynamic occlusion entities to static occludees when we know they can't move - convar `dynamic_occlusion_pausing` (0 = off, 1 = codelocks + industrial adapters on boxes, 2 = codelocks on doors) - currently (and by default) every entity is considered dynamic if parented - now certain entities can indicate if they are static (like boxes) - converts codelocks to dynamic while the door is opening, converts back to static once finished - will check all parents so a box parented to a tugboat will still be considered dynamic since it will find the tugboat as root parent - reduces dynamic ocludee count by 80% (417->74) on a sample base (converts nearly all codelocks and industrial adapters) - refresh entity dynamic status when running `refresh_renderers`
10 Months Ago
10 Months Ago
Make dynamicOccludees list public so it works with the command
10 Months Ago
Set industrial adapter to not be dynamic - still gets set to dynamic at all times since it's always spawned parented to an entity
10 Months Ago
Add `print_occlusion` command to print the amount of dynamic ocludees
10 Months Ago
merge from fix_puzzle_reset_analytics_nre
10 Months Ago
Fix NRE in puzzle reset analytics when SpawnGroup referenced is destroyed
10 Months Ago
Fixed WireColorSettings.Get NRE
10 Months Ago
merge from fix_console_chat_message -> main
10 Months Ago
Catch error if supplying a console color that isn't a valid enum - try catch the entire console logging thread so an error won't break the console
10 Months Ago
Add `console_print_color` command to confirm colored console messages work
10 Months Ago
Fix colorOverride being overwritten by LogType
10 Months Ago
Fix chat messages not being logged to console due to stacktrace being null when PrintColoured() is called
10 Months Ago
Scientist front turret now points the right way
10 Months Ago
Screen shake & volume stuff.
10 Months Ago
Cannon attack
10 Months Ago
Casino dressing progress Exterior dressing, neon signs, bar area, lighting pass
10 Months Ago
Removed Old 50 Cal Models and Prefabs Imported New 50 Cal Models to Include PT Boat Mounting Parts Setup New 50 Cal Prefabs and Colliders
10 Months Ago
merge from fix_painting_rotation_icons
10 Months Ago
merge from haircap_shadow_fix_again
10 Months Ago
merge from fix_steam_invite
10 Months Ago
merge from cargo_oilrig_path_fix2
10 Months Ago
merge from fix_buried_items_loading
10 Months Ago
PT Boat Throttle fix.
10 Months Ago
Mostly remove a per frame OverlapSphere when updating the camera to check if it's underwater
10 Months Ago
disable texture streaming on hair due to leaving "shadow"
10 Months Ago
updating the colliders for the diy hammock
10 Months Ago
PT Update to remove moving turret parts ready for 50cal.
10 Months Ago
merge from deep_sea
10 Months Ago
Tropical2 terrain set to the terrain layer
10 Months Ago
Added deep sea prevent building volume Changed SocketMod_TerrainCheck to look for deep sea island terrain when out of bounds
10 Months Ago
clean up discarded changes
10 Months Ago
merge from fix_non_harvestable_trees -> naval_update
10 Months Ago
Added IGModAudioChannel:GetTagsWMA/GetTagsMP4 (.m4a) * Also some kind of ID3v2 implementation, but not confident enough to make it available yet Added "Restore" input to func_breakable_surf entity
10 Months Ago
Fix HttpImage attempting to delete asset/builtin textures when the remote image fails to load
10 Months Ago
small engine mesh and textures update
10 Months Ago
pt_boat_gameplay_pass -> naval_update
10 Months Ago
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10 Months Ago
xmas floorpapers wip, some more minor tweaks
10 Months Ago
AI aim direction translation fixes Aim pivot fixes AI will only fire if its aim is within 5 degrees of the target