137,461 Commits over 4,324 Days - 1.32cph!

12 Days Ago
Fixed signal computer flare trigger. Signal computer hums, and also does a little beep when ready to transmit.
12 Days Ago
Fixed NRE in FallbackMemory.SubmitDrawCalls and other problems by using a free space bitmap and keeping fallback indices stable
12 Days Ago
Disabled tree minigame for palm_tree_tropical_short_e - too small
12 Days Ago
Tweaked floating city 3 shore vector volumes S2P
12 Days Ago
fixed native pixel data using wrong format, should've been half4 not just Color
12 Days Ago
handling floating city data, blits in on top of generated values - also jobified stupid texture data population, 30ms down to 0.7ms still too slow but way better
12 Days Ago
paintball gun no longer researchable
13 Days Ago
Cannonball textures from 5.3mb to 0.6mb.
13 Days Ago
Minor deep sea code cleanup
13 Days Ago
Leaving or entering the deep sea by respawning on bags now fire the client RPC updating the buoys and shore vector data Fixes buoys disappearing after dying in the deep sea and respawning on the main land
13 Days Ago
Screen overlay shift to be compatible with the floating point precision in deep sea. Fixes computer screen tearing.
13 Days Ago
Reserved flag fix (7 to 8 for flare)
13 Days Ago
Fix occupied seats not working after a vehicle is copy pasted
13 Days Ago
Signal computer flare uses its own entity flag_toggle logic instead of piggybacking off the strobe light.
13 Days Ago
Signal computer mesh read/write for col.
13 Days Ago
Fix `printspeed` not working on vehicles with old mounting behavior (reposition instead of parenting)
13 Days Ago
merge from main -> print_speed
13 Days Ago
more work on rentable kiosk blockouts WIP
13 Days Ago
turret_model_clipping_fix -> main
13 Days Ago
- Fix player model clipping into turrets at certain angles - New set of movement curves
13 Days Ago
legitimately generate shore distances/vectors for the deep sea rather than blitting, no floating city support yet
13 Days Ago
Fixed being able to cross to deep sea with submarines on board They didnt carry over but we now block entry with a toast, like for helicopters
13 Days Ago
fixed paintball gun WB3 reqirement
13 Days Ago
Fix scientists not able to go into large oilrig top floor rooms
13 Days Ago
Add server command to help diagnostic or temporarily fix the "Failed to create agent because it is not close enough to the NavMesh" issue: printOrKillOffNavScientists
13 Days Ago
Restored horse siege harness
13 Days Ago
merge from LNY26
13 Days Ago
Removed horse roadsign armor redirect (was set to itself by accident)
13 Days Ago
basic non-UVd blockout for rentable kiosk C
13 Days Ago
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13 Days Ago
parallelism on DistanceField jobs and TerrainHeightMap sampling, brings total shore vector generation time down to ~5ms
13 Days Ago
merge from artistpack_storepage
13 Days Ago
Fixed artist pack sprays showing as a skin of the reactive target in the store page
13 Days Ago
Removed the Max Shadow Lights setting from the shadow presets and added it back as a separate setting under the Rendering section with a minimum value of 1
13 Days Ago
merge from sks_skinviewer_fix (restore skin viewer settings)
13 Days Ago
Restore skin viewer settings
13 Days Ago
merge from main
13 Days Ago
merge from main
13 Days Ago
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13 Days Ago
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13 Days Ago
13 Days Ago
shore data stored as Vector4 instead of float4 to avoid reinterpreting frequently for no reason
13 Days Ago
Merge from main
13 Days Ago
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13 Days Ago
merge from artist_pack_dlc - added square images to steam item for pack
13 Days Ago
resized artist pack images for steam and added to steam item
13 Days Ago
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13 Days Ago
merge from sks_skinviewer_fix
13 Days Ago
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