162,327 Commits over 4,597 Days - 1.47cph!

4 Months Ago
Code audio changes for fuse audio state
4 Months Ago
Add 'demo.forcepowergridstage' convar to force a particular powergrid stage during demo playback Fix some issues with PowergridToggle component
4 Months Ago
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4 Months Ago
merge from main
4 Months Ago
Merge from PlayerMaintainedMonuments/water_tank_spinner_audio
4 Months Ago
Finalized WTP conditional lighting & fx.
4 Months Ago
Fixed water tank sounds playing multiple times
4 Months Ago
merge from sculptures
4 Months Ago
Potted pool balls fall into the basket under the table and can be physically seen (resues the models used for normal game time)
4 Months Ago
juggled new tool icons a bit
4 Months Ago
merge from clipcurve
4 Months Ago
cleanup, also added a sculpture-up aligned placement for carving/additive modes when duck is held the shapes align with the pedestal
4 Months Ago
reset siege vehicles, train car, sub
4 Months Ago
Added new sounds to the fuse boxes :electric_plug:
4 Months Ago
WTP Conditional lighting WIP.
4 Months Ago
Reset snowmobile, tugboat, horse, rowboat, bike
4 Months Ago
Reset modular vehicles too
4 Months Ago
Reset state on vehicles
4 Months Ago
4 Months Ago
Powered variant of the generator & related files
4 Months Ago
Reset state on mountables and base/combat entities
4 Months Ago
cancel invokes on pool, restore go active states. (could probably subtract this later)
4 Months Ago
Added boundary validation to Facepunch.Math.Epoch.ToDateTime/FromDateTime Fixes an issue where setting wipetimer.wipeUnixTimestampOverride to an invalid value, causes all players to get kicked while server is spamming errors
4 Months Ago
Add initial poolcouts to vehicles
4 Months Ago
Audio code changes for water tank spinner and added new sounds :ocean:
4 Months Ago
Merge from PMM
4 Months Ago
Merge from PMM
4 Months Ago
Merge from satellite_crash
4 Months Ago
merge from PMM
4 Months Ago
Codegen
4 Months Ago
Satellite remains now check the satellite collider for salvage hits. Hide teh satellite model and collision when fully salvaged, keep the terrain. Runs on a flag so it remains correct across network vis. Add Model componet so bone ids get added.
4 Months Ago
ClipCurve-like tool to drag a line and take a chunk out of the sculpture out with it
4 Months Ago
Merge from lootpanel_nre_fix
4 Months Ago
Revert change that stopped loot panels from reverting to the quick craft panel when closing them Causing a few issues across different loot panels
4 Months Ago
Added audio support for the water treatment water tank
4 Months Ago
wooden loot crate 1 lods and gibs
4 Months Ago
merge from ocean_sim_waterlevel_trace_fix
4 Months Ago
OceanSimulation traces take proper account of the sea level, was previously assumed 0
4 Months Ago
pooltable - expanded long side of the pooltable nobuild bounds to 2m to prevent dismount wall clipping - updated guide mesh
4 Months Ago
Merge: from benchmark_fixes - fixes all-bar-one NREs happening when running `benchmark` command Tests: ran benchmark in editor
4 Months Ago
Update: clean up spawned players before unloading BaseRaidBenchmark scene Helps deal with breadcrumb logs for zombie players in the list, but there's still an NRE from Client.LateUpdate - not confident to much with it just yet. Tests: ran entire benchmark suite
4 Months Ago
Ensure ladders do not appear on powerlines which have no IO box due to being in the no building zone of a monument Rotate the ladder visual so it does not clip with the cable that extends from the IO box
4 Months Ago
Fixed `projectile_protection 0` skipping checks but also not applying damage. Now skips checks and still applies damage. This only ever affected community servers that wanted to disable antihack
4 Months Ago
Timing changes on gas pumping fades
4 Months Ago
Reduce the post-impact trail duration from 45 seconds to 10
4 Months Ago
merge from sculptures
4 Months Ago
clamped rotate option takes the larger rotation axis and clamps to that one, both on duck input