137,894 Commits over 4,324 Days - 1.33cph!

Yesterday
Adding missing anim controller file for armoured ladder hatch
Yesterday
Handle damage redirect for boat specific deployables.
Yesterday
Adding armoured ladder hatch animations and animator + moving armoured ladder hatch content into the main building folder
Yesterday
Don't redirect BoatBuildingBlock health info to parent boat if it's a wreck, show the individual block's.
Yesterday
Merge from naval_update
Yesterday
Merge from main
Yesterday
Cleanup bits from last commit Add 'profileNextMissionsValidStateWorkQueue' servervar to generate a performance capture containing the next run of the missions work queue if profling is enabled
Yesterday
Merge from hackweek test. Add a DestructibleWreck flag, set it when doors and windows are destroyed. Small refactor.
Yesterday
merge from coconut_collider_fix
Yesterday
merge from tc_corpse_preventbuilding_fix
Yesterday
Fix tool cupboard softcore corpse missing a prevent building volume
Yesterday
glass material tweaks and meshes that go alongside, more basic vpaint progress
Yesterday
Adding rig for armoured ladder hatch
Yesterday
Enabled Read/Write on Coconut Collider to stop error spam
Yesterday
codegen again
Yesterday
Removed the max cap on the shadow lights convar so it can be increased further for media
Yesterday
merge from main
Yesterday
Testing changing terrainData heights with different apply methods, and using terrainData heightmap RenderTexture
Yesterday
Bypass AI animations again Bypass modular car garage animation
Yesterday
Exposed a ShieldBoneArmRotationAdditive field on held entity HoldInfo, applies an additional rotation to the left clavicle while that weapon is held with a shield Applied to m92 for demo purposes
Yesterday
Cannonball reload uses l_prop instead of l_hand, readjusted cannonball position to match
Yesterday
deepsea.enabled convar default to true (needs to be specified now that its a ReplicatedVar)
Yesterday
Fixed import on G note tuba play anim (needs at least 1 frame)
Yesterday
Merge from modular_boats_rw
Yesterday
Merge from hackweek_boxsorting
Yesterday
Merge from fix_grenade_split_world_skin
Yesterday
Merge from coconut_collider_fix
Yesterday
Merge from collectable_optim_pass
Yesterday
Remove server colliders on all plantable berries, corn, potato, wheat, orchid, rose and sunflower
Yesterday
Don't strip out animation clips that are being used for root motion on AI (we probably can strip these but it's easier to just include for now)
Yesterday
Remade water barrel collider with primitives, it had a non-convex mesh collider
Yesterday
Moved all the RegisterSplashable calls from ServerInit to OnDeployed and PostServerLoad so they're correctly flagged as mobile by the grid (parent wasn't set yet in ServerInit)
Yesterday
Remove collider on server from hemp.entity Update GrowAll command to work via Query instead of Vis
Yesterday
Reduced minecart planter colliders count from 16 to 4
Yesterday
All IO water items deployable on boats
Yesterday
Merge from main
Yesterday
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Yesterday
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Yesterday
Merge from fix_roof_debris
Yesterday
Fixed ceiling fluorescent light invisible cables and meleehack invalids
Yesterday
Merge from growable_menu_changes
Yesterday
Merge from print_speed
Yesterday
Merge from fix_backpack_priority_attire
Yesterday
Merge from kapok_branch_col_optim
Yesterday
Fix missing return value on Matrix()
Yesterday
merge from naval_update/io_boats
Yesterday
Compile fix
Yesterday
Use GetRootParentEntity instead of the new GetRootParent method
Yesterday
- Optimise WorldPositionGenerator, this was the most expensive job in the new work queue and is now showing as at least 30x faster at in testing - Optimise MissionPoint type position generator so it no longer always iterates through all mission points on the server - Now check when we last revalidated each mission before adding it to a run of the work queue rather than just checking time between runs of the work queue itself - Move work queue run cooldown to a servervar 'missionValidStateWorkQueueCooldown', and added 'missionPerValidStateCooldown' to configure cooldown between revalidating individual missions - Add servervars 'resetmissions' and 'resetmissions_alll' to reset missions progress for a target player or all players on a server. Useful if saved missions progress is borked without having to reset entire player state - Player now requests a mission valid states update when they join a server, so map markers will be ready for when they first open their map
Yesterday
Minor adjustment to branch collider