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

Yesterday
hook into animator and animation events, use per-entity animation parameters
Yesterday
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Yesterday
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Yesterday
merge fix_copypaste_clear_turrets -> main
Yesterday
Fix turrets getting cleared when a base is copied using copypaste :( - fix pooling error that didn't copy users when saving turrets - remove old code that handled this by setting the list of users to null before returning data to the pool
Yesterday
Attempt #2 to take into account decay.scale convar value when calculating upkeep time/cost in TC UI
Yesterday
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Yesterday
merge from fix_admin_logging -> main
Yesterday
Merge from parent
Yesterday
merge from main
Yesterday
More anchor wip. Anchor now checks it can see the water. Debug drawing. Test save update.
Yesterday
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Yesterday
Fix log being restarted each time the server restarts instead of appending
Yesterday
reapplying BowWeapon_cleanup
Yesterday
reapplying hopper_corpse_harvest_fix
Yesterday
Bugfix: ServerOcclusion - Save an extra grid chunk of data if our topside neighbor has terrain - Added versioning to the occlusion cache file This avoids the hollow terrain problem at the expense of a bit more memory use. Need to optim the impl - it doubles phys queries, so doubles generation time Tests: used custom_occlusion_query and validated cases that previously incorrrectly passed
Yesterday
Debug: ServerOcclusion - for player_occlusion_subgrids, show cached info as well This shows the reason why it's possible to see through terrain at specific angles - our "narrow passages" approach get into hollow terrain Tests: used above to fly around and inspect the world
Yesterday
Update how mission rewards are serialized to support having a choice of rewards Update all mission assets with ported over rewards data Update mission editor inspector for new rewards structure
Yesterday
Manual impostors for curved palm variants.
Yesterday
Fix logging all commands by normal users - need to check both ServerUser and !ServerAdmin
Yesterday
If autoloading a property then invalidate the network cache - this ensures the first set of Autoloads will be replicated properly in all cases
Yesterday
Updated charity plushie textures to reflect updated logo guidance. updated icon for charity plushie 01
Yesterday
merge from drone_storage_slot - first pass for early testing
Yesterday
Convared all the deep sea generation settings for debug purposes Added commands to spawn cities and ghost ship on current player position
Yesterday
Don't want NuGet either in this case - just take the ZLinq and remove everything else
Yesterday
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Yesterday
Prevent startup commands from being captured before we read command line to determine if we want to disable the logging
Yesterday
Integrate ZLinq instead
Yesterday
Deep sea now spawns floating cities (the placeholder version)
Yesterday
Anchor placement inprovements so it can be placed over water more easily. Added test point.
Yesterday
reapplying train_disconnect_fix
Yesterday
reapply tutorial_jungle_rock_fix
Yesterday
reapply mixing_item_delete_fix
Yesterday
reapply clone_icons_fix
Yesterday
reapplying improve_rug_pickup
Yesterday
More coconut palm stuff
Yesterday
Fixed pivots on farm barge structure
Yesterday
- fix unrestricted commands being logged as clientside - fix RCON using wrong empty field to identify rcon connections
Yesterday
Fixed jungle animals not counting towards Wildlife Cull bandit camp quest.
Yesterday
Debug: ServerOcclusion - add occlusion_blocked_cells and custom_occlusion_query editor convars - occlusion_blocked_cells visualizes all blocked cells nearby - custom_occlusion_query allows to setup a query via 2 gameobjects in the editor(in play mode) - restored player_occlusion_subgrids Tests: used the commands
Yesterday
ignore collisions between dropped item and drone
Yesterday
merge from main
Yesterday
Impostor stuff
Yesterday
Merge from main
Yesterday
merge from naval_update