131,332 Commits over 4,232 Days - 1.29cph!

Yesterday
Clean: logic refactor in prep for multiple view support Tests: viewed BasePlayer::BoxTest
Yesterday
Yesterday
Snow jacket has armor inserts, buffed cold and melee resistances so it's a somewhat meaningful choice
Yesterday
merge from boat_building
Yesterday
merge from vehicle_large
Yesterday
Steering wheel deployment volume improvements
Yesterday
Allow planks to be placed nearer edges to make them more useful, based on previous feedback. Looks a bit odd right now though.
Yesterday
manifest
Yesterday
loud static phonebooth
Yesterday
basic client->server sculpture update, removed serverside carving
Yesterday
Small engine deploy volume improvements
Yesterday
Sail deployment volume improvements
Yesterday
- Fix flex virtual scroll not calculating the correct top and bottom starting rows after dynamic cell changes - Increased the threshold for console messages to be put into the same bucket (1.5 seconds now) - Console messages will now group according to log type, multiple warnings will be grouped together etc
Yesterday
Scene progress
Yesterday
Plank groundwatch layer fix, deploy volume improvements.
Yesterday
Cannon ground watch layer fix, deploy volume improvements.
Yesterday
Loadout view, info and items styling
Yesterday
- VirtualScroll and FlexVirtualScroll now support elements with different heights - dynamic sizing - Console is now displaying properly
Yesterday
Update: resolve addresses to methods/trampolines where possible - ServerPorfiler built from 18130132 A bit ugly, but don't care for now Tests: viewed BasePlayer::ServerUpdateParallel
Yesterday
Ramp deploy layer fix
Yesterday
Tech Tree category setup - Weapon / Attire / Construction / Utility
Yesterday
hackweek arcade machine implemented special combination with flashing lights and all the things
Yesterday
Bone armour repose/lods
Yesterday
Bugfix: jump addresses are now valid - Also added ability to show opcode bytes - ServerProfiler built from 95cd43f7 Was due to invalid use of library API (I should've RTFMd) Tests: viewed BasePlayer::ServerUpdateParallel
Yesterday
bake GUI physics on a job thread without blocking
Yesterday
Add ladders back to boat building station.
Yesterday
Added PlayerBoat.PowerdownOnNoPlayers servervar. Can disable auto engine/sail shutdown for testing/cinematics
Yesterday
basically functional SDF in-GUI sculpting
Yesterday
Improved the `fillwater` command - Now able to fill up deployed liquid container being looked at, in addition to items in the hotbar - Clears old contents before adding, so you don't get stuck with the wrong water - Able to fill up water bucket, provided its equipped - Added reply feedback + description, cleaned up the code
Yesterday
hooked up kick hazmat icon to skinnable
Yesterday
Merge from vehicle_large
Yesterday
merge from boat_building
Yesterday
Anchor deployment fix
Yesterday
turning tesselation all the way down on the ice block, not needed as badly with the new method
Yesterday
clear with an overfit sdf mod rather than directly setting values, always enforce clear boundary values
Yesterday
Remaining layer fixes
Yesterday
Server tab
Yesterday
Floor & triangle floor layer fixes
Yesterday
floor & triangle floor layer fixes
Yesterday
hackweek - halloween garland blockout and test atlas
Yesterday
Square and triangle hull layer fixes, entity list updates to boat building blocks.
Yesterday
Use a better way to toggle objects in motion. This fixes "stuck" objects and the initial state of doors but currently breaks everything else that is not a door.
Yesterday
Profile ScaleBySpeed.Update
Yesterday
Wrap WaterDynamics.UpdateWaterDynamics in profiling
Yesterday
Add wake displacement to every hull block, to check performance
Yesterday
Start trying to figure out how we're gonna do this... Add PlayerBoat.Effects partial. Setup client hierarchy, realm removed server-side.
Yesterday
hackweek arcade machine implemented line combination wins with visual light feedback
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
Added a new chest at each base that can be looted by the opposing team, contains high value data that respawns every 30s