130,734 Commits over 4,232 Days - 1.29cph!

56 Days Ago
Small oilrig no longer spawns in T0
56 Days Ago
merge from main
56 Days Ago
merge from monument_shuffle
56 Days Ago
merge from monument_shuffle
56 Days Ago
merge from stringpool_warnings_investigation
56 Days Ago
junkyard building block changed to sphere No loot location changes If monument spawns in T1, spawns better loot compared than T0 S2P
56 Days Ago
Satelite dish minior loot suffle Changed prevent building zone to sphere Switched all crate spawns to tier loot (better loot if monument in T1 and T2) S2P
56 Days Ago
merge from drone_storage_slot
56 Days Ago
don't let market drones brick the server with bad entityref access
56 Days Ago
S2P radtown_small_3 Minior spawn location changes
56 Days Ago
merge from main
56 Days Ago
shuffled loot locations of train yard Fixed max population exceeding spawn points - meaning loot rarely spawned inside each other Added more loot spawn positions S2P
56 Days Ago
shuffled locations of water treatment plant loot Moved diesel behind puzzle S2P
56 Days Ago
Add new BlockType to ConstructionSocket with Building/Boat options, defaults to Building. ConstructionSocket.IsCompatible checks block type matches so building and boat blocks can no longer be connected.
56 Days Ago
merge from meta_shift
56 Days Ago
tweaked shote_crate filters
56 Days Ago
merge from /meta_shift/monument_loot_shuffle
56 Days Ago
merge from main
56 Days Ago
merge from fix_vitals_sorting
56 Days Ago
merge from vehicle_damage_stat_display
56 Days Ago
merge from marker_teleport
56 Days Ago
merge from bear_meat_20
56 Days Ago
merge from sleeping_bag_shadows
56 Days Ago
merge from optimize_flashlights
56 Days Ago
merge from codelockedhackablecrate_modded_prefabs
56 Days Ago
merge from Wildlife_Cull_JungleAnimals
56 Days Ago
merge from decay_scale_ui_fix
56 Days Ago
Merge from boat_building
56 Days Ago
Merge from parent
56 Days Ago
Merge from main
57 Days Ago
Terrain material improvements.
57 Days Ago
Prefab scaling changes vs desert variant.
57 Days Ago
Tree related decal stuff
57 Days Ago
Helper methods for: Quickly checking if flags have changed between two flag sets Quickly checking if flags have changed between two flag sets Quickly checking if two entities are the same prefab (removes a bunch of GetEntity and prefabID checks) Quickly checking entity realm Quickly checking if item is in container Quickly checking if item is new
57 Days Ago
Compile fixes
57 Days Ago
Bunch of jakes suggestions: Renaming Creation of a general Safety class which can check items and throw exceptions if specific issues come up Integrate item safety class Keep assert stuff here as well
57 Days Ago
Merge from main
57 Days Ago
Fix compile errors
57 Days Ago
main -> facepunch_assert
57 Days Ago
full_drone_marketplace_fix -> main
57 Days Ago
merge from fix_admin_logging -> main
57 Days Ago
Print off `[Config File]` in the admin logs instead of `[Unknown]` when commands are read from a config file
57 Days Ago
flex_layout_manager_spam -> main
57 Days Ago
Add a Temp FlexLayoutManager, which will prevent the 'There is no FlexLayoutManager' error spam in bootstrap
57 Days Ago
WIP setup for playing notification sounds for monument events
57 Days Ago
missed files
57 Days Ago
assembly definition if i end up convinced to pull this to main
57 Days Ago
Our own small assertion library. Supports everything you'd expect with minimal overhead. Minimal abstraction. Throws failed conditions in debug.logerror so we can actually use it on staging effectively. Allows us to do assertions on CLIENT/SERVER specifically - takes advantage of our symbols Eg: FAssert.ThatOnServer(test == 5, "Success!")
57 Days Ago
compile_simulator_unused_variables -> main
57 Days Ago
Compile simulator will now treat 'field is assigned but its value is never used' as an error: just like our build server