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138,619 Commits over 4,505 Days - 1.28cph!

3 Days Ago
Include basic nexus info in analytics
3 Days Ago
Compile fix
3 Days Ago
Converted igniter and tesla coil, fixed some flag stuff
3 Days Ago
Audit system can now detect effects being run on the prefab - shown on the auditor
3 Days Ago
fixed industrial torch 3p sfx not playing now it does
3 Days Ago
fixed the launch site silos having innacurate collsion mesh. now much more accurate to the shape of the silo
3 Days Ago
Sleep state fix
3 Days Ago
Merge pipes into a single mesh based on distance and matching material
3 Days Ago
merge from main
3 Days Ago
fixed torch ignite and extinguish sounds in third person
3 Days Ago
Update: add SwitchToMultithreading helper - added ConVar.Unsafe.UseMultithreadedScripting to disable experimental multithreading Tests: compiles
3 Days Ago
Battery tick optims: merge the drain and charge into one loop
3 Days Ago
firecracker now uses the proper world model instead of the flare model updated .item to properly reference the new .worldmodel prefab.
3 Days Ago
NRE fix with plant fibers, icon change
3 Days Ago
Unsaved, spawn grid command
3 Days Ago
browser_country_distance_fix -> main
3 Days Ago
Change the server browser geographic centre of Russia to the capital
3 Days Ago
network_range_finder -> main
3 Days Ago
Tool to audit entity network range based on LOD settings - we can net cull it in we cant see it
3 Days Ago
final UI tweaks, new field for adding a composter-specific icon rather than reusing the cooking icon when a furnace is on
3 Days Ago
fixed further issues with the low object quality. back rooms that had the same ceiling issue + the sides of the ceiling showing through the mesh. now fixed.
3 Days Ago
Switch the PipeMesh mesh upload process to use SetSubMesh instead of SetTriangles which allocates a bunch Calculate normals for industrial pipes in the job, not on main thread Seems to be about 15% faster on main thread and removes some allocations Also enabled burst compiling on the job itself, seems to be 10-20x faster but that doesn't help us on the main thread (can't hurt) Added 3 new tests for industrial pipe generation, ensuring the vert count and normals are generated correctly as well as a general performance test
3 Days Ago
fixed see-through ceiling for the supermarket on low object settings. LOD1 was missing parts of the mesh
3 Days Ago
Fixed UI positions and added a fourth output slot
3 Days Ago
fixed spas12 3p deploy sound added a dedicated spas 12 deploy sound definition and replaced the sawed-off deploy and pump sounds to match first person
3 Days Ago
Composter UI refresh, actually see 'decomposition time', like the cooking and smelting UI showing you the progress.
3 Days Ago
fixed mini-crossbow not playing SFX not playing after firing in ADS when it rotates updated .meta to reference the proper sound.
4 Days Ago
Allow viewing maps for each zone/server in the nexus too if it is set
4 Days Ago
fixed krieg chainsword not placing on single weapon racks placement needs refining
4 Days Ago
Updated nuclear missile silo pipes steel material to use the proper textures. no longer super shiny pipes
4 Days Ago
Update: added standalone win TLS slot to allow - also wrapped into OS & config dependent compile guards Tests: built all flavors of standalone and checked that code succesfully executes in other project
4 Days Ago
Fix laser beam jobs pointing at the origin
4 Days Ago
add unsafe scripting access scope
4 Days Ago
merge command palette back to main
4 Days Ago
notes, lives, basic input
4 Days Ago
push up editor
4 Days Ago
lower lanes, add notes
4 Days Ago
Implement connecting to nexus servers from the connect modal Automatically select the starter zone if there is only one choice Hide connect button until a starting zone is selected (if needed) Client-side nexus tag for easily identifying which servers are nexus clusters Fix zone list not hiding fully on the connect modal
4 Days Ago
Fix wrong transform used for zone list causing header to be destroyed
4 Days Ago
Add in the zone list and nexus map on the server connect screen
4 Days Ago
fixed fences in monuments becoming invisible on low object quality settings. most chainlink fences needed this fixing. scene2prefab
4 Days Ago
Drain pass optims
4 Days Ago
removed duplicate ligths from military tunnels scene 2 prefab
4 Days Ago
initial code testing, level data
4 Days Ago
hackweek: search command palette for the toolbar dropdowns (tools/windows/etc)
4 Days Ago
Circuit rebuild pass optims, we have a collection of dirty circuits instead of looping all circuits to check a bool, much better at scale
5 Days Ago
syncvar_stale_inheritance_fix -> main
5 Days Ago
Evaluation pass optims, use buffers instead of pooling collections every tick
5 Days Ago
Progress on showing nexuses on the new menu, this time without the separate tab Fixed nexus player authentication that's been broken since moving the backend endpoint
5 Days Ago
Manifest