139,568 Commits over 4,505 Days - 1.29cph!

4 Days Ago
tweaks to stone block materials to make edges more visible
4 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
4 Days Ago
If Prediction=true then allow syncvars to be modified on the client, otherwise throw an error. Catches some possible issues with DeepSeaIslandMapMarker
4 Days Ago
Update powergrid convars - Add convar for overriding which power stage green recyclers return to their full efficiency - Removed delay between jobs in stage change work queue. Was mostly to get powerline poles lighting up in a sequence but we've since removed those lights - powergrid.status now displays the required number of fuses for each stage
4 Days Ago
Debug log time remaining and phase. Tweaks
4 Days Ago
Update(tests): port unit test fix from child branch Tests: ran PoolTests batch of unit tests
4 Days Ago
Second pass of checks over monument blockers now new blocker LOD system is in, fixed broken LOD chains, set LOD distances, disabled shadows, tested
4 Days Ago
syncvar_ornateframe_initialiser_fix -> main
4 Days Ago
Revert ornate frame back to how it was before - should fix issues with text color not working properly in build
4 Days Ago
Merge: from main
4 Days Ago
Merge: from main Random Editor crash seems to be gone on latest
4 Days Ago
Moved the bullshit PipelineTests menu items to Tools/PipelineTests
4 Days Ago
final grid resolution set for rock sculpture
4 Days Ago
Clamp descent seconds so phase 2 is always full
4 Days Ago
wip/test
4 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
4 Days Ago
Rock sculpting pedestal - LODs
4 Days Ago
Merge from PlayerMaintainedMonuments
4 Days Ago
Merge from main
4 Days Ago
Update recycler offline english string
4 Days Ago
small gizmo and editor command fixes
4 Days Ago
Optim: use an over capacity segment to avoid segment churn This keeps GC activity at 0. Perf seems 10% worse than Fuzzy, but it's acceptable. Though there's a bug somewhere. Tests: AllocDeallocMTShortLived(32,False) perf test
4 Days Ago
- Improved red recycler activation feedback - Ran S2P
4 Days Ago
Trajectory debug draw
4 Days Ago
merge from menu_close_blur_fix
4 Days Ago
Alpha fitter tool for automated alpha map processing to replace holes
4 Days Ago
jukebox - updated icon
Rin
4 Days Ago
Merge from satellite_crash
Rin
4 Days Ago
Satellite crash harvest and Satellite crate loot pass
4 Days Ago
jukebox - updated emission lighting texture on the jukebox with refined pass
4 Days Ago
Added serialized name for animals Extend LookAtFarmAnimal that we used for chicken coop to display livestock animals Added ai.renamelivestock convar
4 Days Ago
Support non-instanced terrain holes when using a unique mesh instead of holeshape
Rin
4 Days Ago
merge from PlayerMaintainedMonuments
4 Days Ago
Remove an unused 2mb texture from the chicken coop UI
4 Days Ago
Boilerplate for animal breeding, triggered via console commands for now
4 Days Ago
Better transition if animal starts moving while grazing is ending
4 Days Ago
Jukebox - Updated textures, removed old textures, updated materials
4 Days Ago
Merge from main
4 Days Ago
Nudge the air drop freq button over slightly
4 Days Ago
Merge from airfield_maintainable_features
5 Days Ago
Clean up the airfield debug convars
5 Days Ago
Fixed Pressbutton_compact animation not working Added an option to ChargeUpIOEntity to require a trigger once it reaches full charge Enabled on both airfield terminals, triggered via a new button on the terminal
5 Days Ago
Merge from main
5 Days Ago
Switch Newtonsoft test to use Unity's test framework
5 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
5 Days Ago
update from main
5 Days Ago
refactor + improve turn in place based on feedback. seems mostly stable now. this mainly fixes the weird catch up issues we had when a player turned constantly.
5 Days Ago
Livestock now gets saved, unlike other AI This has caused massive problems in the past, so yolo I guess FSM isn't saved/restored but we can probably get away with that
5 Days Ago
Add some basic loot to the new powergrid locked loot room at power plant so there is something there if its part of media capture
5 Days Ago
Add new big daddy red recycler to power plant with 75% efficiency and 4 sec duration, only usable at highest power stage Green recyclers outside safezones now have a slight nerf to 50% effieciency at power stage 0, restoring to 60% (baseline) at power stage 2 Removed the new green recyclers from outpost Yellow recyclers in safezones remain unchanged S2P all scenes which contain safezone recyclers as recycler type is now set per recycler. All recyclers in safezones should still be yellow