138,996 Commits over 4,352 Days - 1.33cph!

Yesterday
Pack showcase media
Yesterday
merge from boxes_dlc
Yesterday
replaced all TriggerWakeAIZ in all monuments and ran s2p - train tunnels still left - airfield - artic_research_base - bandit_town - compund - desert_military_base a/b/c/d - excavator - military_tunnel - oilrig / oilrig_small - trainyard
Yesterday
remove debug logs
Yesterday
merge from boxes_open_access
Yesterday
Fixed pivot on rentable shop F. First pass proper art for rentable shop D (still WIP as are the others)
Yesterday
also copy sleep delay and zones in tool
Yesterday
quick tool to convert TriggerWakeAIZ with a button - also made it so BaseEditorExAttribute can invoke a method for isTrue/isFalse instead of just reading fields/properties
Yesterday
Pack showcase wip
Yesterday
Merge: from main
Yesterday
Bugfix: uncomment tickState caching Left it commented because I thought it would help with unit test validation, but it's completelly unrelated to my unit tests. Tests: on Craggy tried to sprint with UsePlayerUpdateJobs 0
Yesterday
Fixed slot machine not animating with Indirect Instancing
Yesterday
merge from storepage_boxes
Yesterday
Revert EditorSettings
Yesterday
Fixed skin viewer not showing any box content Media size tweaks
Yesterday
Removed mesh cull from shipping container floor frames and wall frames as they should rely on network distance for culling
Yesterday
disabled mip streaming on the decal textures for shipping containers
Yesterday
setup ghostships and tropical islands WakeAIZ again because I changed the serialized format - ran s2p on all islands
Yesterday
Removed unused media, downsized the rest and made atlases
Yesterday
merge from main
Yesterday
corrected radius
Yesterday
merge from main
Yesterday
optional box support, re-uses x component of vec3 size for radius otherwise - uses largest extension for network radius check and then a coarse OBB<->triggerpoint intersection to determine actual contents
2 Days Ago
merge from boxes_dlc
2 Days Ago
tweaked lod cull distances on hopper and storage monitor to cull at same distance as everything else (60)
2 Days Ago
Storage box store page media 3
2 Days Ago
Storage box store page media 2
2 Days Ago
Storage box store page media 1
2 Days Ago
Storage box pack store page
2 Days Ago
merge from main
2 Days Ago
replaced TriggerWakeAIZ with WakeAIZ on all ghostship variants and tropical variants - ran s2p on all tropical islands
2 Days Ago
corrected inverted sphere gizmo
2 Days Ago
corrected latch, support for puzzlereset ddraw (get PooledList on request, don't track)
2 Days Ago
merge from boxes_dlc
2 Days Ago
added final storage box pack steam item icon, fixed broken lodgroups on scrap box and armor box, tweaked some workshop default camera positions on doors
2 Days Ago
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2 Days Ago
initial non-trigger AI WakeZone
2 Days Ago
merge from main
2 Days Ago
deepsea.wipecooldownmax default value set to 1h30
2 Days Ago
Store content json use pascal case
2 Days Ago
Update(tests): cover all speedhack_protection levels in tests Tests: ran unit tests
2 Days Ago
merge from main
2 Days Ago
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2 Days Ago
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2 Days Ago
Merge from collectable_optim_pass
2 Days Ago
Fixed clear dying option not working when tapping E on a dead plant Had to add AllowOnUseToFindFirstAvailable toggle as by default tapping E can only ever use the option with the lowest order, even if we're showing a different option on the crosshair Proabbly makes sense for this to be the default behaviour but to limit scope for bugs just enable this on plants Add growableentity.killall convar
2 Days Ago
Fix BaseProjectile::ServerUse being called with null/0 values in damageScale, speedModifier, origin, bullet thickness. Only affects staging. Affected things: - PT Boat Turrets - Flamethrowers - Autoturrets with Generic Fireables - Attack Helicopter Turret
2 Days Ago
Add sleeping bag icon to the sleeping bag button prefab
2 Days Ago
Show icon if the bag is inside the deep sea