198,711 Commits over 4,140 Days - 2.00cph!

6 Days Ago
Handle resetting list components in code gen, reset LeanTween fields manually. We can now walk around, aim, shoot -- just some UI bugs left.
6 Days Ago
merge from fix_ide_warnings
6 Days Ago
merge from storage_adaptor_clipping_fix
6 Days Ago
merge from modding_prefabs_july
6 Days Ago
merge from main Barrel_Monitor_Move
6 Days Ago
merge from dungeon_errors_primitive
6 Days Ago
merge from blocked_container_input_fix
6 Days Ago
merge from cookvisuals_nrefix
6 Days Ago
merge from seaweed_RW
6 Days Ago
merge from main
6 Days Ago
cleanup
6 Days Ago
Removed RendererWrapper
6 Days Ago
Removed references to RendererWrapper
6 Days Ago
server compile fix
6 Days Ago
ghost ship interior progress set dressing pass
6 Days Ago
reworked PlayerCache into a generic StableObjectCache to re-use it for batched Projectiles, making use of it for reading batches of projectile transform data which speeds it up by roughly 8x-10x compared to going through managed properties (cached or otherwise) Tests: re-ran all projectile and PlayerCache tests, adjusted to new interface
6 Days Ago
Consistency tweaks/polish
6 Days Ago
Finalized the rains.
6 Days Ago
Revert materials and meshes for merge
6 Days Ago
merge from main
6 Days Ago
merge command reordering
6 Days Ago
hull_triangle parent trigger & vehicle world collider.
6 Days Ago
Implemented command reorganising: Ensures that indirect args that survived culling are contiguous in memory so that culled commands can be skipped. This speeds up the colour pass on the render thread by almost 2x.
6 Days Ago
Remove parent trigger from PlayerBoat. Add parent triggers to hull_square and hull_corner. Add missing vehicle world collidesr to hull_corner
6 Days Ago
Add support for actions in domain reload code generation, fix main menu fields not being reset: - We can now get into the game and walk around. - Some inputs are still kinda broken, some UI gets stuck. Just a few more fixes and it should be functional.
6 Days Ago
Merge: from autoturret_optim - Fix server NRE during turret initialization for ones without RCEyes bone set Tests: spawned sentry.scientist.static(no RCEyes) and autoturret_deployed(with) - no NREs and still can control and shoot from autoturret_deployed
6 Days Ago
Bugfix: NRE during initialization of turrets without RCEyes set Tests: spawned sentry.scientist.static(no RCEyes) and autoturret_deployed(with) - no NREs and still can control and shoot from autoturret_deployed
6 Days Ago
Merge: from main
6 Days Ago
disabled read-write on seaweed meshes
6 Days Ago
Fixed featured skin cart button size
6 Days Ago
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6 Days Ago
Store optims, now opened with canvas groups
6 Days Ago
Add codegen handling for readonly and unity objects . Compile everything only when CLIENT/SERVER/UNITY_EDITOR symbols are active to avoid having with build compile errors, this thing only needs to run in editor anyway.
6 Days Ago
merge from workshop_locker_mesh
6 Days Ago
merge from autosave_paintings
6 Days Ago
merge from twig_roof_gib_fix
6 Days Ago
merge from industrial_light_white_emissive
6 Days Ago
merge from Bathtub_planter_gib_fix
6 Days Ago
merge from bardoor_vehicles_fix_2
6 Days Ago
merge form flare_flickering
6 Days Ago
merge from hide_reportplayer_steamid
6 Days Ago
merge from player_ids_command
6 Days Ago
merge from armor_movement_speed_info
6 Days Ago
merge from fix_oil_refinery_heat
6 Days Ago
merge from triangleroof_flyhack_fix
6 Days Ago
merge from waterpump_occlusion_fix
6 Days Ago
merge from propanetank_culling_fix
6 Days Ago
merge from fix_engine_collider_powerplant
6 Days Ago
merge from coconut_armour_recycle
6 Days Ago
merge from autoturret_optim