135,408 Commits over 4,293 Days - 1.31cph!

2 Months Ago
merge from server_part_caching2
2 Months Ago
removed wind effect from single vert on sails hand crank
2 Months Ago
Implement serverside part caching using the same method the client now does (on child added/removed) Removed old CacheParts() code. This also removes the need for an additional 5 loops over all entities on creation.
2 Months Ago
▄ ▌▉▋▊▆▆▌▉█▄ ▆▄▋▅▊▋▅▌▊ ▇▊▉▄▇▍▊▍▇▊▇▍█▅▇▍█▇▋▇▄ ▄▉ ▄█▋▄ ▊▄ ▇▋▌▌▉▆ █▇ ██▊ ▊▇▉▌▄▅▋ ▌▇▆▅▇▇▉▊▆▄▉▊▉▍▍▌▍▍█▅▍▍▍▊▍▍ ▄▊▋▉▋▍▆▍ ▅▆▌▆▇ ▉▆▍▍▇▋▌▌ ▋▋█▉▌▊▄▌ ▍█▊ ▅▇▇▌▌▋ ▇▉ ▇▉▋▊▍▋▉▍ ▌▄▍▉▌▅ ▄▇ ▍▆▄ ▌▇▆▅▅▌▆▄▄▅█▄▆▄▆█▆▍▄ ▉▋▆▊▅▋▄▌ ▌▄▆▍
2 Months Ago
merge from main
2 Months Ago
merge from space_station_building_skin
2 Months Ago
Space station building skin added to upgrade_radius commands
2 Months Ago
Merge from parent
2 Months Ago
merge from birthday2025
2 Months Ago
merge from spinnerfixes
2 Months Ago
merge from fix_extra_autoswitching_log
2 Months Ago
merge from applygenes_command
2 Months Ago
merge from vending_mapmarker_close
2 Months Ago
merge from spawn_all_deployables_shelter_fix
2 Months Ago
Merge from foliage_displacement_fix
2 Months Ago
Use OverrideMaxHealth instead of SetMaxHealth for boat
2 Months Ago
Don't allow cancelling reloads on cannons Fix mount UI displaying even if a cannon is unmountable Add additional dismount points for the cannon
2 Months Ago
Move displacement manager to FoliageGrid batching prefab to decouple from FoliageSpawns prefabs
2 Months Ago
Check for valid material before submitting a draw call
2 Months Ago
▌ ▊▄▇▌▊ ▉▇▅▉▆▍▍▉ ▊▋▍█▍▅▊▄▊▌ ▍█▉▆▊
2 Months Ago
Fix objects in motion failing to move properly after disconnecting/reconnecting (it was a pooling issue)
2 Months Ago
LCD display & FX.
2 Months Ago
Fixed being able to place boat building station in canyons Fixed boat health always appearing as 400 on the client
2 Months Ago
Fix fuel check not working
2 Months Ago
scientist_boat_ai -> naval_update
2 Months Ago
Power off the sails and engines on a boat when editing
2 Months Ago
Fixed being able to deploy boat station through world layer (icebergs mostly)
2 Months Ago
scientist_boat_ai -> naval_update
2 Months Ago
- Reduced radius on spawning a boat group at the ghost ship (fixes any weird not spawning bugs that were happening) - Spawn group injects load mode
2 Months Ago
- Fixed a bunch of bugs with spawn and load - Dont run cohesion for null group members
2 Months Ago
Don't show cannon health bar if mounted
2 Months Ago
Cannon set condition from health on pickup
2 Months Ago
Mark sails as orange on the deploy guide if they are going to be blocked
2 Months Ago
ghost ship ambient sounds and reverb zones
2 Months Ago
Recursion fix (woops)
2 Months Ago
Auto killed boats now wont drop loot Prevents oil rigs having dead scientist drops around
2 Months Ago
scientist_boat_ai -> naval_update
2 Months Ago
- Scientist boats can now save/load properly in all contexts - Setup system for types of saving/loading, for example oil rig scientist boats wont save between server restarts unless their claimed by killing the ai driver - Fix oilrig scientist boat manager loading error - Simplify scientist boat loading
2 Months Ago
Fixed small ramp not cancelling animation when colliding with a player boat
2 Months Ago
Mark the cannon base as IsDynamic Queue a network update prior to unparenting the child entities when converting a boat to construction, otherwise if the boat has to move (when using the dock and edit function) the child entities think they are in the wrong location briefly when switching to construction. This resulted in objects using RendererBatch constructing their batches in the wrong location
2 Months Ago
building planner rolled out mesh for 3p view
2 Months Ago
▊ ▉▇▋ ▌▉▊▋▇▄ █▋▊█▍█▍ ▆▄▅▉█ █▍▌▉▌ ▄▅▉▍ ▉▍█▇ ▄▌██▌▇
2 Months Ago
▄ ▆▊█ █▋▅▆▆▋▊ ▍▍▍▆▋ ▉▉ ▄▋█▆▆▊▋▍▄▇▌▋▊▆▉█▍▄▍ ▋▆▆▊█▆█ ▄▋▆▊▉▉ ▍▊ ▅▌▋▌ ▍▄▋▉▊▋ █▉▅██▉ ▍▆ ▌▌▇▋▅▍ ▍▋▉ ▄▊▇ ▌▇▋▍ ▅▊ ▊▅▄▍▄▋▉▌▄▋ ▇▊▇ ▋▋▇▋▅▇ ▇▋▌ ▍▅▉▊▌▇▍▄▋ ▅▆▋▌▌▆▌▌▉▅▇ ▍▆█▌ ▊▍▊▉▊▊▉ ▌▍▌▅ ▌█▇▌▆▌▍ ▄▅█▊▌▌▅▌ ▇▌▅█▌▋
2 Months Ago
Add tracer effects to Shotgun/Annabelle fired by NPCs Fixed rapidly loading models (dupes) affecting model translucency flags * Models now consistently get their translucency/twopass flags set, regardless of when they are loaded. Previously It was that opaque materials would be detected as translucent due to previous rendering operations, causing models to have wrong flags for the entire play session, and differ between play sessions. Try to occasionally compact pending sounds vector * Instead of waiting for player to disconnect, try to compact the queued sounds vector after they are sent out. Clear m_CompensatedEntities of invalid entities every second * To prevent server crash in highly unlikely scenario of nobody shooting a gun for centuries in the server
2 Months Ago
▉ ▇▊▌▄▄▌ ▋▌▊█▊▌ ▇▅▍ ▆▋ ▍▉▄█▋▉▉▍ █▉▄▇▉█▇ ▇▍▌█▊▋▉
2 Months Ago
very wip test
2 Months Ago
▇ ▉█▉▇▌ ▅▋▅▇ ▄▍▋▆
2 Months Ago
santa_prop(scientist) repose
2 Months Ago
▇ ▄▄▅█▄ ▆▋▌▊▉▇▇ ▆▉ ▍▍▋ ▋█ ▍▉▇ ▋▋▌▉ ▉▌▌▉▇▅▅▅ ▉▌▆ ▇▄▅▇▍▆ ▆▄▉██▄▊▋▅ ▊▉▌▊▆█▊▉▊▍ ▄▅▆▆▆▄▄▄ ▊▇▋▇▉▉▅▉▊ ▇▄▅▋▆▌▆ ▉▉ ▇▍▊▋▋ ███▍▅▄ ▌▆ ██ ▄▍▇▇▇ ▄▆█▊▌▇█▉▅ ▋▆▍▋▊▋▄▇▍▊▆▌▅▉▄█▌▄▊▊▋▆ █▌▅▉▄█ ▍▍█▄ ▌▇▅ ▌▅▄ ▊▊▇▊▄▋▅▉ ▌▊▇▆▄▆▋ ▍█ ▉▌▄▉▄▊▉█ ▍▅▅▍▌█ ▆▇▋█▄▆▅▆▋▊▊▊ ▇▅▊▍▅▆ ▍▍▊▍ ▄█ ▉▍▋▅▅ ▉▄▉▄▆▅▍ ▆▌▋▊ ▆▇▄▇▍█ ▇█▋▍▄▌▍▌▋▆▆ ▆▌▄█▍▄ ▆▊▄▉▄▄
2 Months Ago
▌ ▋▇▍ ▄▆▌ ▆▋▆▌▊▊▊▌ ▆█ ▅▋▄▌▆▆█▊