139,384 Commits over 4,474 Days - 1.30cph!

15 Minutes Ago
Code audio changes for fuse audio state
18 Minutes Ago
Add 'demo.forcepowergridstage' convar to force a particular powergrid stage during demo playback Fix some issues with PowergridToggle component
35 Minutes Ago
merge from main
43 Minutes Ago
Merge from PlayerMaintainedMonuments/water_tank_spinner_audio
46 Minutes Ago
Finalized WTP conditional lighting & fx.
49 Minutes Ago
Fixed water tank sounds playing multiple times
1 Hour Ago
merge from sculptures
1 Hour Ago
Potted pool balls fall into the basket under the table and can be physically seen (resues the models used for normal game time)
1 Hour Ago
juggled new tool icons a bit
1 Hour Ago
merge from clipcurve
1 Hour Ago
cleanup, also added a sculpture-up aligned placement for carving/additive modes when duck is held the shapes align with the pedestal
1 Hour Ago
reset siege vehicles, train car, sub
1 Hour Ago
Added new sounds to the fuse boxes :electric_plug:
1 Hour Ago
WTP Conditional lighting WIP.
1 Hour Ago
Reset snowmobile, tugboat, horse, rowboat, bike
1 Hour Ago
Reset modular vehicles too
1 Hour Ago
Reset state on vehicles
1 Hour Ago
1 Hour Ago
Powered variant of the generator & related files
2 Hours Ago
Reset state on mountables and base/combat entities
2 Hours Ago
cancel invokes on pool, restore go active states. (could probably subtract this later)
2 Hours Ago
Added boundary validation to Facepunch.Math.Epoch.ToDateTime/FromDateTime Fixes an issue where setting wipetimer.wipeUnixTimestampOverride to an invalid value, causes all players to get kicked while server is spamming errors
2 Hours Ago
Add initial poolcouts to vehicles
3 Hours Ago
Audio code changes for water tank spinner and added new sounds :ocean:
3 Hours Ago
Merge from PMM
3 Hours Ago
Merge from PMM
3 Hours Ago
Merge from satellite_crash
3 Hours Ago
merge from PMM
3 Hours Ago
Codegen
3 Hours Ago
Satellite remains now check the satellite collider for salvage hits. Hide teh satellite model and collision when fully salvaged, keep the terrain. Runs on a flag so it remains correct across network vis. Add Model componet so bone ids get added.
3 Hours Ago
ClipCurve-like tool to drag a line and take a chunk out of the sculpture out with it
3 Hours Ago
Merge from lootpanel_nre_fix
3 Hours Ago
Revert change that stopped loot panels from reverting to the quick craft panel when closing them Causing a few issues across different loot panels
3 Hours Ago
Added audio support for the water treatment water tank
4 Hours Ago
wooden loot crate 1 lods and gibs
4 Hours Ago
merge from ocean_sim_waterlevel_trace_fix
4 Hours Ago
OceanSimulation traces take proper account of the sea level, was previously assumed 0
4 Hours Ago
pooltable - expanded long side of the pooltable nobuild bounds to 2m to prevent dismount wall clipping - updated guide mesh
4 Hours Ago
Merge: from benchmark_fixes - fixes all-bar-one NREs happening when running `benchmark` command Tests: ran benchmark in editor
4 Hours Ago
Update: clean up spawned players before unloading BaseRaidBenchmark scene Helps deal with breadcrumb logs for zombie players in the list, but there's still an NRE from Client.LateUpdate - not confident to much with it just yet. Tests: ran entire benchmark suite
4 Hours Ago
Ensure ladders do not appear on powerlines which have no IO box due to being in the no building zone of a monument Rotate the ladder visual so it does not clip with the cable that extends from the IO box
4 Hours Ago
Fixed `projectile_protection 0` skipping checks but also not applying damage. Now skips checks and still applies damage. This only ever affected community servers that wanted to disable antihack
4 Hours Ago
Timing changes on gas pumping fades
5 Hours Ago
Reduce the post-impact trail duration from 45 seconds to 10
5 Hours Ago
merge from sculptures
5 Hours Ago
clamped rotate option takes the larger rotation axis and clamps to that one, both on duck input
5 Hours Ago
Merge from main
5 Hours Ago
slab tool to cut out a full rectangular slab out of the sculpture