155,980 Commits over 4,536 Days - 1.43cph!

2 Months Ago
Icons
2 Months Ago
compile fix
2 Months Ago
merge demo2 to main
2 Months Ago
merge demoui 2 to main
2 Months Ago
Include the time taken for SyncVar weaving in the "SyncVar weaving Sucess" log message that already exists
2 Months Ago
Add Profiler.BeginSample() for code generator
2 Months Ago
Rename the convar for toggling the new ui to `demo.newui` off by default, saves.
2 Months Ago
merge from main
2 Months Ago
- Fix not being able to duplicate scenes with puppets in it. - Add countdown to shot director - Show a preview of the dolly cam's current position in dolly edit mode - Snap current time to a keyframe's time when editing a dolly node - Add dof.debug to the demo options panel - Fix color grading sliders - Add a way to change the seed of any puppet. - Show demo filename instead of just the name in the UI..
2 Months Ago
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2 Months Ago
update skin list
2 Months Ago
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2 Months Ago
Merge from satellite_crash
2 Months Ago
merge from high_wall_upkeep -> main
2 Months Ago
Satellite FX progress
2 Months Ago
Fix high walls that are connected to a building block without a TC not updating when the building block is destroyed - update during decay if the TC is destroyed or doesn't match their existing building - this could have happened with other deployables like shotgun traps but didn't really because it was only 1.5m range, not 16m range
2 Months Ago
Added "repeatlast" console command, bind to a key and it repeats the last console command you manually used.
2 Months Ago
Add "drawnearbybuildings <duration> <radius>" to show what building decay entities belong to Add "forcedecaytick" to force every decay entity on the server to run it's decay tick (to see if walls will reconnect to a building when decay is ran)
2 Months Ago
Add ability to manually run decay ticks and bypass the "once per 10m limit"
2 Months Ago
Replaced text ztest tracing to use lineOfSight checking instead (less restrictive)
2 Months Ago
Better crate scattering rules.
2 Months Ago
Make nest hat a wolf headdress skin too
2 Months Ago
merge from airfield_maintainable_features (has S2P for airfield, gas station, and wtp)
2 Months Ago
fix Gas Station, Airfield, and WTP maintainables to use generator.noreset.static prefab S2P for all 3 manifest for generator.noreset.static prefab
2 Months Ago
merge from iteration_optims
2 Months Ago
Fixed crashing when using `ddraw.use_instancing_for_text 1`
2 Months Ago
Fix no domain reload and compile simulator toolbar buttons disappearing randomly for real this time
2 Months Ago
Fixed nre when main menu is disabled when entering playmode in a playable scene
2 Months Ago
Collider handling tweaks
2 Months Ago
ChargeUpIOEntity saves/loads charge to/from disk
2 Months Ago
Prevent divide by zero if the CraftAmount of a high wall blueprint is zero (don't think it's possible but best to be safe)
2 Months Ago
merge from iteration_optims
2 Months Ago
In editor, reuse preprocessed persistent prefab instances instead of instantiating them again. Only applies to big prefabs like GameUI, MenuUI2, EngineUI2 and SkinViewer2 Saves ~500ms when entering playmode on average
2 Months Ago
Fix compile error by making high_wall_upkeep replicated (even though I don't think it needs to be all the code using it can run on the client)
2 Months Ago
Fix sqrDistance still being calculated for high walls despite not being used
2 Months Ago
merge from main
2 Months Ago
Reworked loot spawning so it spawns more loot into crates instead of spawning more crates. Reworked loot spawning locations. Added some helper locations and improved spawn handling. Debug rendering.
2 Months Ago
Switch high walls to look for oldest building block (like building priv works) instead of closest block
2 Months Ago
Train tunnels control and transport room progress
2 Months Ago
Move the hardcoded "16m radius" for GetNearestBuildingBlock() and the high wall specific "GetNearbyBuildingBlock" into a shared constant
2 Months Ago
merge from PlayerMaintainedMonuments
2 Months Ago
merge from gas_station_maintainables
2 Months Ago
fix gas station maintainables being able to picked up
2 Months Ago
merge from PlayerMaintainedMonuments
2 Months Ago
merge from main -> high_wall_upkeep
2 Months Ago
Add upkeep component to the legacy & ice high walls
2 Months Ago
merge from water_treatment_plant_maintainables
2 Months Ago
fixed water pipe spawning absolutely everywhere improved water pipe terrain meshing fixed water effects playing at all times added convar for testing water pipes "watertreatmentswitchbroadcast.senddebugbroadcast <bool>" manifest
2 Months Ago
Move the upkeep multiplier selector (building percentage vs high wall convar) upwards into BuildingPrivlidge.Upkeep.cs - fixes deltaTime being overwritten by the convar instead of swapping the convar <-> "20% upkeep" shown in TC
2 Months Ago
merge from hasunlocked_optims