137,609 Commits over 4,324 Days - 1.33cph!

5 Minutes Ago
Merge from main
12 Minutes Ago
▆▅▄▇▍ ▋▅▊ ▅▇▌▅ ▆▌▇▊▇▊▄▇ █▌ ▅▌▇ █▆▇ ▄█▋▌▅█▄▊ ▊▊█▉█▉▄▅▋█ ▌▇▄▇▌▄ ▉▇ ▋█▍▅▍ ▉█▋▊ ▋▉▍▍ ▋▋▋▄▊▆▉▌▌ ▋▄▄▌▊▌ ▇▊▉ ▋▆▌▊▊▊▉▊▍ ▄▋▌▆▉
17 Minutes Ago
▋▌▇▅▉▌ ▋▅▄▍ ▅▇▉▇
30 Minutes Ago
Merge from fix_roof_debris
33 Minutes Ago
Fixed ceiling fluorescent light invisible cables and meleehack invalids
33 Minutes Ago
Merge from growable_menu_changes
35 Minutes Ago
Merge from print_speed
38 Minutes Ago
Merge from fix_backpack_priority_attire
41 Minutes Ago
Merge from kapok_branch_col_optim
47 Minutes Ago
Fix missing return value on Matrix()
56 Minutes Ago
merge from naval_update/io_boats
58 Minutes Ago
Compile fix
1 Hour Ago
Use GetRootParentEntity instead of the new GetRootParent method
1 Hour Ago
- Optimise WorldPositionGenerator, this was the most expensive job in the new work queue and is now showing as at least 30x faster at in testing - Optimise MissionPoint type position generator so it no longer always iterates through all mission points on the server - Now check when we last revalidated each mission before adding it to a run of the work queue rather than just checking time between runs of the work queue itself - Move work queue run cooldown to a servervar 'missionValidStateWorkQueueCooldown', and added 'missionPerValidStateCooldown' to configure cooldown between revalidating individual missions - Add servervars 'resetmissions' and 'resetmissions_alll' to reset missions progress for a target player or all players on a server. Useful if saved missions progress is borked without having to reset entire player state - Player now requests a mission valid states update when they join a server, so map markers will be ready for when they first open their map
1 Hour Ago
Minor adjustment to branch collider
1 Hour Ago
Merge from main
1 Hour Ago
▆▇▍█▊▊ ▌▅▇▌ ▍▆█▌▆▇▊███▇▅▆▌▅▋█▅▊▍ ▆▌▍▍▄ ▊▊▍ ██▌▅
1 Hour Ago
Can't connect IO entities not sharing the same root parent
1 Hour Ago
More IO prefabs deployable on boats
1 Hour Ago
Fixed some broken rock formations in NMS (scene only)
1 Hour Ago
Merge from windturbine_deploy_sfx
1 Hour Ago
Merge from improved_embrasures_colliders
2 Hours Ago
ioentity.allow_on_boat now blocks placement of all io entities on boats (just a temp killswitch)
2 Hours Ago
Merge from ambient_light_lod_fix
2 Hours Ago
Merge from 20mindayextension
2 Hours Ago
Merge from main
2 Hours Ago
Merge from hackweek_meshlod_qol
2 Hours Ago
GetAuthoredShadowCastingMode on MeshLOD now respects the new disable shadows setting Disabled shadows on all LODS after 0 on the static phone both for testing
3 Hours Ago
Merge from main
3 Hours Ago
Wire snapping works on moving boats
3 Hours Ago
Remove 12char cap on net_showudp names Added ActivityWeight/ActivityID to util.GetModelInfo sequences Remove auto generated server flags * It's been long enough for people to adjust to setting sv_location Fixed some potential crashes Potential optimizations for Matrix() * Should be a bit faster, especially when not using table as first arguments Potential optimization for Angle() (same as Vector at some point before) Clamp BodyMoveXY playback rate to networking limits Merge PR: Ability for Sandbox NPCs to randomize their model
3 Hours Ago
Test list
4 Hours Ago
Fixed electric furnace deploy volume not including Vehicle_Large
4 Hours Ago
Remade large battery collider with primitives, it had a non-convex mesh collider
4 Hours Ago
Fixed a bunch of wire tool local/world position issue IO lines toggle their dynamic LOD when created if parented to a boat IO lines plug effects are played locally
4 Hours Ago
merge from workshop_animator_controls -> main
4 Hours Ago
slightly better looking animator control buttons
4 Hours Ago
▊▋▋▌▌▍ ▆▄▄▆▋▍▉▇
4 Hours Ago
Add workshop animator controls, with setup for bbq skinnable
5 Hours Ago
improved building_generic_trims textures
Today
merge from skinviewer_cleanup
Today
Tweaked chinese lantern skinviewer lighting
Today
merge from skinviewer_cleanup
Today
Added LNY spear and chinese lantern to the skin viewer Removed the random order for the limited tab
Today
merge from harbor_container_ladder_fix
Today
merge from main
Today
Fix rope ladders on a container in harbor being falsely disabled unless the crane rotates Extend container parenting volumes Fix a RendererBatch component causing visual issues S2P harbor 1
Today
merge from bbb_entkill_fix
Today
Allow boat building blocks to be ent killed individually in edit mode
Today
merge from main