125,327 Commits over 4,171 Days - 1.25cph!

Today
merge from drone_storage_slot
Today
don't let market drones brick the server with bad entityref access
Today
S2P radtown_small_3 Minior spawn location changes
Today
merge from main
Today
shuffled loot locations of train yard Fixed max population exceeding spawn points - meaning loot rarely spawned inside each other Added more loot spawn positions S2P
Today
shuffled locations of water treatment plant loot Moved diesel behind puzzle S2P
Today
Add new BlockType to ConstructionSocket with Building/Boat options, defaults to Building. ConstructionSocket.IsCompatible checks block type matches so building and boat blocks can no longer be connected.
Today
merge from meta_shift
Today
tweaked shote_crate filters
Today
merge from /meta_shift/monument_loot_shuffle
Today
merge from main
Today
merge from fix_vitals_sorting
Today
merge from vehicle_damage_stat_display
Today
merge from marker_teleport
Today
merge from bear_meat_20
Today
merge from sleeping_bag_shadows
Today
merge from optimize_flashlights
Today
merge from codelockedhackablecrate_modded_prefabs
Today
merge from Wildlife_Cull_JungleAnimals
Today
merge from decay_scale_ui_fix
Today
Merge from boat_building
Today
Merge from parent
Today
Merge from main
Today
Terrain material improvements.
Today
Prefab scaling changes vs desert variant.
Today
Tree related decal stuff
Helper methods for: Quickly checking if flags have changed between two flag sets Quickly checking if flags have changed between two flag sets Quickly checking if two entities are the same prefab (removes a bunch of GetEntity and prefabID checks) Quickly checking entity realm Quickly checking if item is in container Quickly checking if item is new
Compile fixes
Bunch of jakes suggestions: Renaming Creation of a general Safety class which can check items and throw exceptions if specific issues come up Integrate item safety class Keep assert stuff here as well
Today
Merge from main
Today
Fix compile errors
main -> facepunch_assert
full_drone_marketplace_fix -> main
Today
merge from fix_admin_logging -> main
Today
Print off `[Config File]` in the admin logs instead of `[Unknown]` when commands are read from a config file
flex_layout_manager_spam -> main
Add a Temp FlexLayoutManager, which will prevent the 'There is no FlexLayoutManager' error spam in bootstrap
WIP setup for playing notification sounds for monument events
missed files
assembly definition if i end up convinced to pull this to main
Our own small assertion library. Supports everything you'd expect with minimal overhead. Minimal abstraction. Throws failed conditions in debug.logerror so we can actually use it on staging effectively. Allows us to do assertions on CLIENT/SERVER specifically - takes advantage of our symbols Eg: FAssert.ThatOnServer(test == 5, "Success!")
compile_simulator_unused_variables -> main
Compile simulator will now treat 'field is assigned but its value is never used' as an error: just like our build server
syncvar_crosssave_fix -> main
Yesterday
Ensure Autosync sets the field value on the server as well as the client
Yesterday
Enable admin logging a bit later in the function so it doesn't capture `readcfg` running a bunch of commands
Yesterday
Added a small offset when activating bunnyhopping so the mounted player moves upwards with the bike rather than being glued to the seat (it was hard to get this perfect without the hands clipping through the handle bars) https://files.facepunch.com/jacob/1b0911b1/Unity_ywrHLT5FK7.mp4
Yesterday
Update manifest (prefab files)
Yesterday
Update manifest
Yesterday
security barge lods, collision, bug fixes. new stair prefab added for barge