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

2 Months Ago
Fixed F7 report UI again, restored input field settings
2 Months Ago
Scientist RHIB blockout
2 Months Ago
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2 Months Ago
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2 Months Ago
Fixed wicker_barrel.corpse gibs missing script warning on warnup
2 Months Ago
merge from qol_crosshair_interaction
2 Months Ago
storage_monitor_rotate_fix -> main
2 Months Ago
Change client rotate method to also check for storage monitor
2 Months Ago
Added interaction crosshair mode setting in the option menu
2 Months Ago
Updated Jungle berry biome types
2 Months Ago
Can't rotate the TC if a storage monitor is attached
2 Months Ago
vending_machine_storagemonitor_rotate_fix -> main
2 Months Ago
Don't allow Vending Machine rotation if the storage monitor is attached (breaks wire connections)
2 Months Ago
storage_monitor_container_io_rewrite -> main
2 Months Ago
Small layout tweaks Fixed the offcentered 'open_door' icon
2 Months Ago
Added support for Container IO to Storage Monitor Resolves issues of storage monitor not working correctly with the new Vending Machines
2 Months Ago
Cherrypick(hackweek_procgen_async) Optim: PrefabPreProcess.FindComponents is now using GetComponentsInChildren With profiler, this ended up 2x faster than old way (lighthouse monument goes from 96ms to 46ms) Tests: used old code inline to validate outputs of new code
2 Months Ago
Cherrypick(hackweek_procgen_async) Optim: PrefabPreProcess - replace GetComponent with TryGetComponent Those are cheaper since they do less allocations and text formatting. Saves ~35s (but new flow is still slower). Tests: ran procgen with early out
2 Months Ago
Merge from main
2 Months Ago
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2 Months Ago
Added lookattooltip.crosshairMode convar to change the interaction crosshair visuals 0 = default 1 = no texts 2 = no texts, no icon https://files.facepunch.com/Flavien/default.png https://files.facepunch.com/Flavien/1.png https://files.facepunch.com/Flavien/2.png
2 Months Ago
merge from main
2 Months Ago
boomerang_hand_up_fix -> main
2 Months Ago
main -> syncvars
2 Months Ago
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2 Months Ago
network++
2 Months Ago
Added the src and dst alpha blend shader properties to the original decal shaders so that the values can be serialized on the materials and updated the poster materials to have these new properties
2 Months Ago
New folders, moved crosshair UI prefabs around
2 Months Ago
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2 Months Ago
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2 Months Ago
merge from inputfield_rtl_fix
2 Months Ago
Fixed RTLTMP_InputField not preserving vertical alignement
2 Months Ago
merge from main
2 Months Ago
upped vending machine workshop res to 2k
2 Months Ago
cherry-pick platform fixes
2 Months Ago
cherry-pick platform fixes
2 Months Ago
merge from main
2 Months Ago
merge from main
2 Months Ago
Added a new GetClosestPointOnBounds option to TreeLOD, prevents trees from switching to lower LODS as the player climbs it due to being so far away from the tree origin Will still ensure these trees switch to low LODS if players are high above them
2 Months Ago
Merge from inputfield_rtl_fix
2 Months Ago
Fix crafting UI NRE when changing category
2 Months Ago
Enable the stump collider immediately when a vine tree starts to fall, prevent things getting stuck at the base
2 Months Ago
Added a fallback check to ensure vines won't spawn if there is an existing home vine on the branch
2 Months Ago
Increase minimum horizontal distance between vine points (7 -> 9)
2 Months Ago
Storage for later.
2 Months Ago
Some potential SetAimDirection NRE changes
2 Months Ago
Remove some busted tea prefab files introduced in 120974
2 Months Ago
Adjust the armour slot weighting system to more closely line up with the intended random values Old slots/chance: 0/70%, 1/10%, 2/10%, 3/10% New slots/chance: 0/50%, 1/25%, 2/15%, 3/10% Adjusted all crafting teas, standard tea still guarantees 1 slot, advanced guarantees 2 slots and pure increases chance of 3 slots Added editor only ItemModContainerArmorSlot.TestSlots that outputs results of half a million rolls, can accept a tea bonus value to test out results with different tea levels
2 Months Ago
LOD3 rebaked textures after optimisation improvements to kit
2 Months Ago
Throw error if greater > 31 packed SyncVars New Implementation is done! 🎉