248,569 Commits over 3,928 Days - 2.64cph!

3 Months Ago
Fixed cliff_d anchor issues
3 Months Ago
Remove logs
3 Months Ago
Cleaned up and streamlined onItemAddedToStack calls from base liquid vessel ItemModContainerRads now listens for a bunch more ItemContainer changes Much more accurate rad count for a vessel
3 Months Ago
Possible NRE fix in PushLiquidThroughOutputs
3 Months Ago
Bunch of cleanup and removing log spam. Log a message when temporarily adding an unapproved item for rendering.
3 Months Ago
Drop BaseEntity AddComponent extension method and just declare straight up `AddComponent`
3 Months Ago
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3 Months Ago
Update Facepunch.ActionGraphs
3 Months Ago
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3 Months Ago
Fix defaults being dropped in cached fast path
3 Months Ago
3 Months Ago
Fix containers not opening Caused by cache and order of operations changing with BaseEntity Components
3 Months Ago
Fix scene ref node output type for prefab root objects
3 Months Ago
Remove unused hidden nodes when saving graphs Fix node reachability visual
3 Months Ago
stopping watervisibilitygrid error spam - still need to fix the core issue
3 Months Ago
Update Facepunch.ActionGraphs
3 Months Ago
Don't automatically call RemoveUnusedChildNodes
3 Months Ago
3 Months Ago
Have wolves spend a longer time eating larger meat stacks
3 Months Ago
subtracting 104763 - we are using the W component on shore vectors in the shaders, just not in code
3 Months Ago
Fix hitinfo being recycled while the wolf was holding a reference to it When some food is unreachable, remove it from the grid and put the state on cooldown for performance Don't try to eat food that's moving (eg still falling to the ground)
3 Months Ago
Scene + anim backups
3 Months Ago
Merge: from main Tests: none
3 Months Ago
Merge: from itemcontainer_pooling Fixes the "Double init of inventory!" assert on killing NPCs. Tests: spawned scientist NPC, killed them - no assert logged, corpse still clothed and loot present.
3 Months Ago
Merge: from main Tests: none, no conflicts
3 Months Ago
Bugfix: Remove assert that forbade double-loading of ItemContainer-owning types - Removed a separate dead assert Entities can be synchronized over the network multiple time via doing a whole load, which invalidated my previous logic. Tests: Spawned a bunch of NPCs and killed them - they didn't generate asserts.
3 Months Ago
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3 Months Ago
Leaderboard backup, run #14020
3 Months Ago
Merge from world_update_2
3 Months Ago
Fixed not being able to spray decals on half walls, low walls, doorways and windows when using the shipping container skin
3 Months Ago
Possible fix to CH47 killing it's mounted scientists twice, leading to some exceptions Also switched a string based invoke to a direct method call
3 Months Ago
Scene backups
3 Months Ago
Clothing updates
3 Months Ago
Reapply PlayerLoot change
3 Months Ago
Merge from main (doing this on a branch as there were some tricky conflicts, will likely need manual fixes)
3 Months Ago
Merge from world_update_2
3 Months Ago
Swap out spawner
3 Months Ago
More divesite E fixes
3 Months Ago
Rebuild divesite E after the directory changes in 104327 broke most of the models Added junkpile mounds to bridge the gap between the geometry and terrain
3 Months Ago
Parent merge
3 Months Ago
TransformCopier script
3 Months Ago
Cherrypick #103424, HCR material + prefab setups
3 Months Ago
Parent merge
3 Months Ago
Merge from world_update_2
3 Months Ago
Convert junkpile_base to meshlod Add some junkpile_base meshes to divesite D and F to hide the gaps between the rock meshes and the terrain
3 Months Ago
Merge from world_update_2
3 Months Ago
Switch divesite D and F to JunkpileWaterSpawners for their crates, fixes crates getting orphaned when a dive site is retired or go through a save/load
3 Months Ago
MeshLod divesite d and f
3 Months Ago
Split the buoy section of divesites into a new child entity that bobs up and down on the server and uses SyncPosition Solves mismatching colliders on the client causing flyhack and raycast issues Only animates on the server if a player is within 128m Added a slight rotation over time
3 Months Ago
Add face mode to trail renderer, same as line renderer