158,536 Commits over 4,566 Days - 1.45cph!

9 Months Ago
merge from slots_optimize
9 Months Ago
Fix caboose slot machines being uninteractable Fix static caboose slot machines offset floating in the air
9 Months Ago
merge from main
9 Months Ago
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9 Months Ago
Reworked the now broken oil rig flame. Cheaper. Better. Hopefully pointing the wrong way like the old one.
10 Months Ago
merge from save280 - Staging wipe
10 Months Ago
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Merging main with build_cache_redirect branch
10 Months Ago
network++ save++ persistance++
10 Months Ago
metal box texture adjustments
10 Months Ago
some painting QoL - add convar for brush size greater than 100, - changed redundant "reset rotation" button to instead "flatten rotation"
10 Months Ago
metal box wip
10 Months Ago
- Fixed turret not starting with Vector3.up when offline - still needs a little tweak - Constantly face to correct target - If not being controlled turn off client idle tick
10 Months Ago
More fixes for potential BSP loading crashes Prevent infinite loops in MapIO * When running over 100 map inputs per frame, continue firing inputs in the next frame. No input events are discarded. A console message is printed if the limit is hit.
10 Months Ago
Tweaked detail panel label styling
10 Months Ago
Fixed run test from json ignoring test parameters
10 Months Ago
Make resetstate remove the player from the advent calendar history
10 Months Ago
Militar Holosight refresh - Mesh and textures
10 Months Ago
Stopped the event overriding the newer session ID and redefined the older key to as a server session ID.
10 Months Ago
Update: adding a TODO to enable minor logic caching Tests: none, trivial change
10 Months Ago
Merge: from main
10 Months Ago
Merge: from triggerparentdelayedexit_optim - Bugfix: added missing check in tickmode 1 - Bugfix: fixed TriggerParentDelayedExit cleanup logic disabling it's effects - New: paste_line command Tests: built a wonky ship with tickmode 1, jumped over it's gaps
10 Months Ago
Update: TriggerParentDelayedExit cleanup logic only runs when trigger is disabled We always ran cleanup when OnEmpty got invoked, even if decided to delay the exit, which disabled delay functionality Tests: built a wonky ship and jumped around gaps - parenting was in effect long enough
10 Months Ago
merge from adventcalendar_effect_fix
10 Months Ago
Fixed another plane in the same effect
10 Months Ago
Added gibs for scrap box
10 Months Ago
merge from adventcalendar_effect_fix
10 Months Ago
Fixed open_advent fx collision plane layer, clients were able to walk on it, causing flyhack kicks
10 Months Ago
Added detail panel, can select tests to read their description and result message
10 Months Ago
Bugfix: TickMode 1 - add missing overrideOtherTriggers check Tests: none, trivial change
10 Months Ago
Ensure a turned off turret won't try to predict movement on the clientside
10 Months Ago
Run rotate at 10hz rather than 20hz. Run send aim direction at 10hz rather than 20hz. Run look for targets at 5hz rather than 10hz.
10 Months Ago
Update: remove dead vars and cache == null check Tests: none, trivial change
10 Months Ago
fbx update salvaged hammer
10 Months Ago
Salvaged Hammer Refresh models and textures
10 Months Ago
Fix FreeImage format IDs
10 Months Ago
Apply changes to CopyBoneMatrix from x86-64 Fix FreeImage format IDs
10 Months Ago
Update: add paste_line <name> [count = 1] [offset = 1] - will spawn the clipboard in a line using player's facing with offset-sized spacing - also if pasting players, make sure they run their ForceTriggerUpdate - codegen Tests: spawned a 100 boats in a line
10 Months Ago
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10 Months Ago
Test key caching
10 Months Ago
Cache all the data instead of parsing everything in OnGUI Some cleanup
10 Months Ago
Rejigged exlosives box prefab (non-variant, split off matrix displays). Reran manifest.