140,948 Commits over 4,505 Days - 1.30cph!

3 Days Ago
Merge from main
3 Days Ago
Test feedback
3 Days Ago
Fix log messages from other threads not showing up in the console / RCON due to not having a threaded log handler - buffer in queue, swallow on main thread and feed into normal logging callback
3 Days Ago
Update other conditional model code to take into account null slots in conditionals (since we cache the last state of each conditional instead of only storing the spawned conditionals)
3 Days Ago
Optimize conditional models to only refresh if they are changed - fixes condition models all being destroyed and recreated every single time the model state was changed instead of only creating and deleting the conditionals that needed to be
3 Days Ago
Typo fix
3 Days Ago
Minor render library improvements * Potential optimization for render.ResetModelLighting * render.SetLocalModelLights sets missing lights in the input table to DISABLED - this fixes an issue where previous calls with 4 lights would persist to future calls with 2 input lights * Fixed compile warnings Potential crash fixes Micro optimization for Lua matproxies Minor cleanup in spawnicon rendering Added player_manager.RemoveValidModel Adjust player model categories * Remove 1 and 2 model categories. Apply localization to DColorPalette right click menu ColorToHSV does not truncate hue to integer * This prevents loss of data when converting the color from HSV back to RGB * This is consistent with ColorToHSL Added "Copy to clipboard" option to DColorCube/Mixer DNumSlider adjustments * Prevent sliding the slider with mouse2/3/4/5 (Can still right click drag the name in Sandbox tools) * Added right click menu to the slider to reset and copy the value. This should help players find this ability Increase Hydraulic speed slider range so its default isn't out of bounds Use DermaMenu for DBinder right click * Includes reset to NONE and reset to default options * This is less prone to screw the player over by right clicking around Fixed suit admire animation being invisible
3 Days Ago
ordered f1 menu category buttons alphabetically Sort by the translated button label instead, so the list reads A-Z
3 Days Ago
editor_multiplayer -> main
3 Days Ago
- Final name cleanup - Fix performance logging NRE - Hot reload fix
3 Days Ago
Fixed effects not firing
3 Days Ago
Custom FP Scenario dropdown to replace the default Unity one - Renames/improvements - Fix few more second client NRE's - Crosshair NRE fix
3 Days Ago
Fixed not being able to transfer water into the held water bucket via the UI. Includes automated test. Fixed LocalPlayerTestFixture not waiting for the player to spawn in and asserting too early
3 Days Ago
add a scroll fade/gradient to tabs
3 Days Ago
removed unnecessary prefab
3 Days Ago
Added test_physmat_cube_COL, a per-face physics material test asset Cube with 6 physics materials, one per face, each side of the cube split differently to test how material boundaries behave. 6 is more than any real asset would need, deliberate headroom for finding the edges of the per-face lookup rather than a realistic case.
3 Days Ago
merge from flex_color_picker_fixes
3 Days Ago
Update: consolidate OS specific calls to RustNative Still gotta build and test linux and mac, gonna do that tomorrow Tests: ran temp scene
3 Days Ago
Reverted previous idea, now using a better way of fixing it
3 Days Ago
Don't hide rooms until they have been invisible for 5s+ (prevents room going invisible as the door is in it's closing animation + reduces churn from rooms being deleted and networked over and over
3 Days Ago
Move code around, don't unload filestorage since domain reload should handle it
3 Days Ago
merge from automated_testing
3 Days Ago
One more that I missed
3 Days Ago
Simplified battery console commands
3 Days Ago
Set main power slots for EngineListener and AlarmSystem prefabs (DummySwitch from monuments)
3 Days Ago
TeslaCoil, SolarPanel, FuelGenerator cleanup
3 Days Ago
Fix alignment issues on non-keyframable rows, they had an ugly left offset before.
3 Days Ago
Removed all the old IO code from the battery class (feels amazing)
3 Days Ago
update from main
3 Days Ago
Update: disable Unsafe.UseMultithreadedScripting on CLIENT - codegen Need to figure out how to better patch out the managed check when doing an IL2CPP build, will leave that for later Tests: tested booting test scene both in CLIENT(ran on main thread) and SERVER(ran on thread pool) modes
3 Days Ago
Fixed flexible color picker hex input fields across various panels; generic painting dialog, row workshop color, ornate frame config, balloon config
3 Days Ago
exported updated glass ar admire anim
3 Days Ago
Compile fix
3 Days Ago
merge from main
3 Days Ago
Started to refactor the two existing large train tunnel rooms (separated elements, renamed to match naming convention, fixed pivots, added door offsets). WIP
3 Days Ago
merge from automated_testing
3 Days Ago
merge from main
3 Days Ago
Merge from m15_modslots_fix
3 Days Ago
Fix M15 pistol skin not having matching mod slots to base semi-automatic pistol, meaning targetting attachment mod could not be attached Add automated test for catching item redirects not having matching mod slots. Appears that M15 was the only case
3 Days Ago
Converted DummySwitch (monument specific switches)
3 Days Ago
Reapply GunnerTest
3 Days Ago
merge from main need to reapply 2 changes
3 Days Ago
Regenerate testlist, all new ones pass
3 Days Ago
Manually reduce network range of VineSwingMountable and GenericMissionLootContainerReusable(not in tests due to not having LODs, but should be good to reduce)
3 Days Ago
Reduce network range to 128m for: - loot_trash - door.hinged.cargo_ship - door.hinged.vent - fogmachine - turret_attackheli - door.hinged.tugboat.door - _base_car_chassis.entity - modular_car_camper_storage - ziplinemountable - _cardtable_base - cctv.static - clan.table - audioalarm - cabletunnel - doormanipulator - pressbutton_officeelevatordown - pressbutton_trainstairwell - wheelswitch - big_wheel - bigwheelbettingterminal - smallcandleset - marketterminal - sled.deployed - dynamicmissionstash - logstash - missionstash - explosive.timed.deployed - explosive.timed.entity - metal_detector_flag_deepsea.entity - metal_detector_flag.entity - survey_charge - gunnertest - boombox.static - cassetterecorder.deployed - connectedspeaker.deployed.static - microphonestand.deployed.static
3 Days Ago
merge from fix_airfield_powergrid_indicators
3 Days Ago
apply to scene, S2P airfield
3 Days Ago
better fix, 3 lights on bottom for door and improved scaling
3 Days Ago
Added new honey bandage icon
3 Days Ago
New automated test looking for entities that cull <128m but have network range 256m (can safely be reduced to 128m), uses Ian's network range audit tool Finds 36 leftover cases, need to double check none of them cause issues when reduced