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137,204 Commits over 4,352 Days - 1.31cph!

Yesterday
Model changes and prefab light set dressing for kiosk D
Yesterday
Fix compile errors from merge
Yesterday
Pack showcase media
Yesterday
merge from boxes_dlc
Yesterday
replaced all TriggerWakeAIZ in all monuments and ran s2p - train tunnels still left - airfield - artic_research_base - bandit_town - compund - desert_military_base a/b/c/d - excavator - military_tunnel - oilrig / oilrig_small - trainyard
Yesterday
remove debug logs
Yesterday
merge from boxes_open_access
Yesterday
Fixed pivot on rentable shop F. First pass proper art for rentable shop D (still WIP as are the others)
Yesterday
also copy sleep delay and zones in tool
Yesterday
quick tool to convert TriggerWakeAIZ with a button - also made it so BaseEditorExAttribute can invoke a method for isTrue/isFalse instead of just reading fields/properties
Yesterday
Pack showcase wip
Yesterday
Merge: from main
Yesterday
Bugfix: uncomment tickState caching Left it commented because I thought it would help with unit test validation, but it's completelly unrelated to my unit tests. Tests: on Craggy tried to sprint with UsePlayerUpdateJobs 0
2 Days Ago
Fixed slot machine not animating with Indirect Instancing
2 Days Ago
merge from storepage_boxes
2 Days Ago
Revert EditorSettings
2 Days Ago
Fixed skin viewer not showing any box content Media size tweaks
2 Days Ago
Removed mesh cull from shipping container floor frames and wall frames as they should rely on network distance for culling
2 Days Ago
disabled mip streaming on the decal textures for shipping containers
2 Days Ago
setup ghostships and tropical islands WakeAIZ again because I changed the serialized format - ran s2p on all islands
2 Days Ago
Removed unused media, downsized the rest and made atlases
2 Days Ago
merge from main
2 Days Ago
corrected radius
2 Days Ago
merge from main
2 Days Ago
optional box support, re-uses x component of vec3 size for radius otherwise - uses largest extension for network radius check and then a coarse OBB<->triggerpoint intersection to determine actual contents
2 Days Ago
merge from boxes_dlc
2 Days Ago
tweaked lod cull distances on hopper and storage monitor to cull at same distance as everything else (60)
2 Days Ago
Storage box store page media 3
2 Days Ago
Storage box store page media 2
2 Days Ago
Storage box store page media 1
2 Days Ago
Storage box pack store page
2 Days Ago
merge from main
2 Days Ago
replaced TriggerWakeAIZ with WakeAIZ on all ghostship variants and tropical variants - ran s2p on all tropical islands
2 Days Ago
corrected inverted sphere gizmo
2 Days Ago
corrected latch, support for puzzlereset ddraw (get PooledList on request, don't track)
2 Days Ago
merge from boxes_dlc
2 Days Ago
added final storage box pack steam item icon, fixed broken lodgroups on scrap box and armor box, tweaked some workshop default camera positions on doors
2 Days Ago
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2 Days Ago
initial non-trigger AI WakeZone
2 Days Ago
merge from main
2 Days Ago
deepsea.wipecooldownmax default value set to 1h30
2 Days Ago
Store content json use pascal case
2 Days Ago
Update(tests): cover all speedhack_protection levels in tests Tests: ran unit tests
2 Days Ago
merge from main
2 Days Ago
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2 Days Ago
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2 Days Ago
Merge from collectable_optim_pass
2 Days Ago
Fixed clear dying option not working when tapping E on a dead plant Had to add AllowOnUseToFindFirstAvailable toggle as by default tapping E can only ever use the option with the lowest order, even if we're showing a different option on the crosshair Proabbly makes sense for this to be the default behaviour but to limit scope for bugs just enable this on plants Add growableentity.killall convar
2 Days Ago
Fix BaseProjectile::ServerUse being called with null/0 values in damageScale, speedModifier, origin, bullet thickness. Only affects staging. Affected things: - PT Boat Turrets - Flamethrowers - Autoturrets with Generic Fireables - Attack Helicopter Turret