129,944 Commits over 4,201 Days - 1.29cph!

Yesterday
Update: Enable AnalyticsV2 by default Staging servers ran this for a couple days now and this'll switch over clients as well. Tests: none, trivial change
Yesterday
revised unlock rareity costs 15, 30, 60, 120
Yesterday
Merge from parent
Yesterday
merge from main
Yesterday
Compile fix
Yesterday
mini fridge deployable test folder setup
Yesterday
merge from cobweb_wallpaper_fix
Yesterday
merge from cabins_puzzlereset_fix
Yesterday
merge from cargoship_cameras
Yesterday
merge from wm_outline_fixes
Yesterday
merge from puzzle_reset_train_tunnels_fix
Yesterday
merge from m15_emissive_fix
Yesterday
merge from guide_materials_tweaks
Yesterday
merge from server_history_dns
Yesterday
merge from fix_queryvisbug
Yesterday
Add one more camera, give all of them some more better names
Yesterday
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Yesterday
Merge from main
Yesterday
Cleanup
Yesterday
Reset the rads value
Yesterday
Save radiationReset value on PuzzleReset Compile fixes
Yesterday
Add debug.puzzleResetInfo, prints out the timings of the puzzle that the player is currently inside
Yesterday
Expose radiation amount to convar (Server.monumentPuzzleResetRadiationAmount)
Yesterday
Added a gizmo to show reset radius, also added support for showing ai zone bounds on gizmo (also applies the radius multiplier convar)
Yesterday
Puzzles that use radiation resets will now enforce a minimum time that the monument needs to be completely empty of other players once the radiation is fully active (server.monumentPuzzleResetRadiationPlayerEmptyTime) Exposed how long before the end of the existing reset time the radiation process starts (server.monumentPuzzleResetRadiationPreResetTime) Added debug.puzzleResetTimeMultiplier to allow us to fast forward reset times for testing
Yesterday
Support for ai zone box bounds Add server.monumentPuzzleResetRadiationRadiusMultiplier defaults to 1.5 Controls how much further than the puzzle reset radius the radiation will extend
Yesterday
Merge from main (resolved WTP conflict)
Yesterday
Merge from wtp_rock_sewer_fix
Yesterday
Update water treatment to work in the monument scene (save constant S2P) Added debug.applyPuzzleResetTime, simulates a given number of seconds passing on all puzzle reset components in the world Added an inspector readout to PuzzleReset to show the current timings in the editor Added radiationReset option to PuzzleReset, will slowly fill a monument with radiation when the reset timer is nearing it's reset (controlled by radiationStartTimeNormalised)
Yesterday
Merge from main Planner.prefab caused a conflict, used the versin from main Construction_plans.mat had been changed on main and deleted on this branch, preserved the change
Yesterday
Some WIP improvements for climbing on water junkpiles
Yesterday
Backup
Yesterday
Interior
2 Days Ago
Roll water jump out height back to 13, we don't want players leaping out of the water like majestic dolphins
2 Days Ago
Merge from main
2 Days Ago
Merge from hackweek_boxsorting
2 Days Ago
Run sorting in a budgeted queue
3 Days Ago
Remove manual button, all sorting is now automatic while powered and enabled Removed associated UI and RPC
3 Days Ago
Merge from food_qol
3 Days Ago
Fix dropped item NRE
3 Days Ago
Fixed issue with BoatBuildingBlock parent trigger when loading from a save in edit mode.
3 Days Ago
merge from boat_construction_skin
3 Days Ago
Switch an unnecessary newing of a list to a clear in CachedBoatParts
3 Days Ago
3 Days Ago
Cached missing blocks
3 Days Ago
Component comment fix
3 Days Ago
Got rid of a FindChildRecursive and a couple of GetComponentsInChildren, use the BoatConstructionSkin cached ones instead.
3 Days Ago
Caching fixes. Profiling.