138,902 Commits over 4,352 Days - 1.33cph!

Today
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Today
Merge from collectable_optim_pass
Today
Fixed clear dying option not working when tapping E on a dead plant Had to add AllowOnUseToFindFirstAvailable toggle as by default tapping E can only ever use the option with the lowest order, even if we're showing a different option on the crosshair Proabbly makes sense for this to be the default behaviour but to limit scope for bugs just enable this on plants Add growableentity.killall convar
Fix BaseProjectile::ServerUse being called with null/0 values in damageScale, speedModifier, origin, bullet thickness. Only affects staging. Affected things: - PT Boat Turrets - Flamethrowers - Autoturrets with Generic Fireables - Attack Helicopter Turret
Today
Add sleeping bag icon to the sleeping bag button prefab
Today
Show icon if the bag is inside the deep sea
Today
Make separator slightly smaller
Today
Add separator prefab to the death screen prefab
Today
Sort deep sea bags before main island bags when you are inside the deep sea (and vise versa) Position separator prefab inbetween the different locations of bags on respawn screen
Today
Separator prefab
Today
Codegen
Today
Allow server to indicate which bags are currently inside the deep sea
Today
Possible genetic growable crossbreeding fix
Today
Merge from main
Today
RidableHorseAnimation rewrite, big cleanup and some new features Added kill switch for every motion
Yesterday
Fixed deep sea signal computer server colliders not being stripped on the client Adjusted the server colliders so that standing on the little bits on top shouldn't cause flyhack kicks
Yesterday
env.nightlight_brightness defaults to 0.005 (was 0.022) Adjusting due to new darkness levels
Yesterday
Safety checks for PartialMobileStaticGrid
Yesterday
added "open access" check to component boxes, where if a box with a linked broken TC gets opened by a player, that player can now see the contents of the box forever. (lock checks still take priority though, so if you place a lock on the box you can re-hide the contents)
Yesterday
start of set dressing in kiosk F
Yesterday
merge from main
Yesterday
tweaked normals on large wooden box to be same as workshop to fix error implemented some time last year
Yesterday
set conditional models of storage boxes mesh cull to 20 from 50
Yesterday
apartment lights update
Yesterday
Update: expand isspeeding test coverage by generating index permutations Revealed a bunch of false-positive access violations, fixed by sprinkling NativeDisableParallelForRestriction (hate it) Tests: ran unit tests
Yesterday
fix rotation tool transparency
Yesterday
Implement corrected limit checking for mesh.Begin w/ static meshes I.e. when giving mesh.Begin a mesh object, the limit becomes 65535 instead of 32768 Added second arg to IMesh:DrawSkinned - mult by model matrix Try to prevent crashes with weird .phy files
Yesterday
Fix profiler samples in Find and TryGetEntity
Yesterday
Update: add a couple more test positions for unit tests Tests: tests pass
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
- Fix paintball impact effects not always behaving with turrets - "Impotent" projectiles created just for effects for non instigating clients now know about their source weapon - Cleanup EntityRealm::TryGetEntity - Fix paintball impacts instigated by the local player not ignoring max spawn distance
Yesterday
merge from painting_line_tool_winner
Yesterday
Removed undesired line tool method, preview line is the winner! - removed sounds - HUD tip remains whenever holding shift, not just when actively drawing line
Yesterday
merge from boxes_performance_pass
Yesterday
Removed camera leaning towards horse head when galloping
Yesterday
Added horse locomotion playable component, handles the locomotion animation playing and blending only
Yesterday
boxes performance feedback
Yesterday
Update: move normal calculation logic to HeightMapQueryStructure - Give couple methods a rename Tests: ran unit tests
Yesterday
Bugfix: basic arespeeding unit tests now pass - use the right interpolators for IsSpeeding - add overloads to TerrainHeightMap.GetNormalsIndirect and antihack specific jobs to accept deferred arrays - make IsSpeeding work on CachedState Tests: ran unit tests
Yesterday
setting up salvaged axe refresh prefabs
Yesterday
Rentable Shop Kiosk F - first pass materials WIP
Yesterday
Construction NRE fix
Yesterday
merge from parent boxes_dlc
Yesterday
Idle to walk and walk to idle imports
Yesterday
exported horse walk to idle and idle to walk anims
Yesterday
exported refreshed salvaged axe rig/anims
Yesterday
Update: add basic consistency unit tests for AntiHack.IsSpeeding and AreSpeeding Currently fail, as I forgot to adjust the IsSpeeding logic after state cache changes. Tests: ran unit tests
Yesterday
rebase on main
Yesterday
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