224,003 Commits over 3,684 Days - 2.53cph!

52 Minutes Ago
Reapply helicopter changes from 71402, 71406, 71415 Fixes mini and scrap helis falling into the ocean when flying to another zone
1 Hour Ago
Switch `Vis.Entities()` to iterate through `List<MLRSRocket>` Move `AddTargetSet()` from local method to private method Reduce random variance of `TargetScan()`
3 Hours Ago
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3 Hours Ago
Prevent Tesla Coils and Igniter from self-destructing, they are now disabled when they reach <10% of their max health https://files.facepunch.com/Flavien/jkXjJPRaeI8BdNez.mp4
3 Hours Ago
fixing a few texturing and transform errors
4 Hours Ago
better naming convention, skinny pieces, reorganization
4 Hours Ago
big scene cleanup, recentred, scaled and positioned every drop, added mannequins to all clothing items, added some new mannequins for under hoodie and armour
4 Hours Ago
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5 Hours Ago
3p sks updates
6 Hours Ago
Merge patrol helicopter improvements. Including monument crashing, and zone fixes.
6 Hours Ago
Removed debugging
6 Hours Ago
Deleted old crane meshes
6 Hours Ago
Fixed crane texture
6 Hours Ago
Compile fixes
6 Hours Ago
Merged death clipping fix
6 Hours Ago
Small fixes. Ready to merge.
Replaced junkyard crane prefab with the new mesh
Today
Codegen adds Sandbox.Internal.IWantsOnUpdate etc. when those methods are found on Component derived classes New update mode, iterating over components with IWants interfaces Sandbox.Game convars work in editor again Run legacy game loop on older assemblies Make sure we run interpolation on the new loop, this is being rewritten atm so I don't wanna touch it Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes Check Component.IsValid() just in case they've been immediately deleted
Today
Add mutex on read/writing m_CulledLights, guarantees it won't be overwritten twice while doing a callback before finishing rendering next frame or would write while allocating lights
Today
merge from electricity_power_fixes/2/doorcontroller
Today
Fix baked fog on scenes, only enable volumetric fog if there are any fog volumes in scene https://files.facepunch.com/sampavlovic/1b2511b1/image%20%289%29.png
Today
Added host_workshop_autoupdate (defaults to 1) Set to 0 to disable dedicated server workshop auto updates. Ignore \n and \t in player names Remove white background from server browser filters/sort Strip certain unicode character groups from server & gamemode names It's mostly the obnoxious blocks
Today
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Field of view programmatic adjustments, force two-handedness for viewmodels, weapon function tags
Today
Fixed elevator buttons not working (silo and train tunnels)
Today
Add `--force-language <short code>` command line option
Today
Prevent buiilding volume tweaks
Today
Trail pass system
Today
Fixed elevators preventing door controller deployment
Today
Fixed parented wires not being updated correctly, for real this time
Today
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Today
Script to import crowdin translations to Assets/Bundled/Strings Automatically import merged Crowdin translations on build
Target returning dummy data if no player outside of zone detected
Fixed a few asset references Much faster FX decay time UI reflects entire inventory now. Add USP, fixed bug where all weapons would be active on startup
Today
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Today
4k sks texture sets and materials
Today
added residential door to radtown houses tweaked valpha on windows bar for a tad more oomph
Today
created a residential hinged door from previous residential building door
Temporarily use batch publisher for "Upload" button in AssetPublishWidget, since it's doing nothing currently Don't make asset metadata for cloud assets, since we're mounting downloaded cloud stuff first, asset browser tag code is generating fake metadata for all this cloud stuff and causing problems when we're wanting the real metadata
Today
Removed whitespace
Today
Removed debug spam
Today
network++ save++
Today
FootShuffle -> MoveRotationSpeed, drive it by actual rotation not desired target angle
Today
CitizenAnimationHelper: FootShuffle becomes more generic MoveRotationSpeed, update docs for what this parameter is doing now
Citizen/animgraph: renamed "move_shuffle" to "move_rotationspeed" & made damping on the feet shuffle nodes more aggressive
Today
Fixed parented wires not being updated when opening/closing the door when wiring
Today
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Today
powerlines ziplines prefab rebuilt
Today
updated textures for legacy crate
Today
Fixed heat haze artifacts on incendiary rocket explosion