129,076 Commits over 4,201 Days - 1.28cph!

Today
Disable map markers changing global group if they are in deep sea Reallow deep sea map from mainland Create new island map markers Add MapBlit tool to bake out the current map into a 8x8k image for external tools
Today
Deep sea now have a cooldown in between each wipe Entities created when killing scientists and players are now killed correctly Replaced deepsea.wipe command by deepsea.open and deepsea.close Added deepsea.printState for debugging
Today
Merge from island_scenes
Today
Fix leg animator not working on player boats, they use VehicleLarge as a layer which wasn't in the ground mask.
Today
Don't show deep sea map button if not in deep sea
Today
Fix compile error that didn't merge from main
Today
WIP deep sea map work Add a button to toggle between modes, disable fog of war for now
Today
merge from fix_rhib_teleport -> naval_update
Today
Add rhib and scientist RHIB to the vehicle whitelist
Today
Merge from main
Today
merge from fix_rhib_teleport -> navaL_update
Today
Improve "CanEntityTeleport" method - add "IsMounted" check because mounted != parented - check if any passengers are NPCs, if so block (extra safety against scientist RHIBs teleporting
Yesterday
Fixed backpack unlock
Yesterday
Merge from small_ramp
Yesterday
Added vehicle blocker logic for small ramp (retract ramp if it hits a vehicle)
Yesterday
Missed style file (rhyme time)
Yesterday
Change Image material on buttons so they all appear white
Yesterday
Merge from parent
Yesterday
Partial revert for setrrccode convar admin bypasses, now only the commands bypass turret and drone auth checks
Yesterday
merge from main -> naval_update
Yesterday
Small tweak to string lights / removed opacity from LOD2 and lowered its swap distance to 10m which helps reduce set pass by a lot
Yesterday
Add gametip for too hot debris harvest attempts
Yesterday
merge from fix_terrain_texturing_alloc -> main
Yesterday
merge from upgrade_cctv_convars -> main
Yesterday
remove whitespace, also forgotten from last commit message: - autoturrets and drones can now be edited by admins & developers, bypassing auth checks
Yesterday
Upgrade CCTV convar commands - change CCTV setting convar to extend to all remote controllables that use an identifier - changed name of the convar from "setcctvcameracode" -> "setrccode" - addcctvcode and removecctv convars now accept multiple code arguments
Yesterday
Fix TerrainTexutring NativeArray changes having the incorrect types - when using managed arrays it will automatically convert to Color - when using NativeArray your type needs to match the texture pixel format
Yesterday
halloween wallpapers texture tweaks vol2
Yesterday
halloween wallpapers texture tweaks
Yesterday
merge from main -> fix_terrain_texture_alloc
Yesterday
Update ent_pivot concommand description Rework the GM:PlayerCanHearPlayersVoice rework * Should fix ALL the issues, also made it force update everyone every 5 seconds when people are talking as well Bump system error buffer to 256 Use list.GetEntry in other places where it is possible to use it * This is a micro optimization, but also cleans up code a bit Skin support for util.GetModelMeshes + optimization Fixed an null pointer crash with sv_debug_player_use Micro optimizations for most Lua functions returning a sequential table Deduplicate AddConsoleCommand code (menu vs non menu) * Now it is consistently implemented for all realms
Yesterday
Casino big wheel room tweaks and fixes Removed collider from netting blocker
Yesterday
merge from main -> naval_update
Yesterday
merge from fix_tree_impostors -> naval_update
Yesterday
Dynamically load all gestures from `GestureCollection.Instance.AllGestures` and use their sprite for the button. Halved the looping time of looping gestures to 2.5f seconds. All gestures are working but the sprites can be improved
Yesterday
Add helper property for "Is the local player in the deep sea"
Yesterday
Split impostor batches based on if their positions are inside the deep sea or not Only render deep sea batches when client is in the deep sea and vise versa for main island
Yesterday
Fix compile error
Yesterday
Remove the interaction timers from anchors to match the recent removal of timers from other items.
Yesterday
Cherrypick 134447 (fix steam being accessed too soon in client analytics)
Yesterday
Update: add extra TODO for UseOcclusionV2 Tests: none, trivial change
Yesterday
merge from fix_steam_init_analytics -> naval_update
Yesterday
Fix steam analytics occasionally throwing errors due to trying to get the steam ID for analytics before steam has been initialized in the editor
Yesterday
Update: UseOcclusionV2 - propagate networkTime to OcclusionGetRecentlySeen Should be a smidge faster, but it's primarily to enable threading if we go that way. Also saves on profiler inhibiting the call (need to exclude it on the profiler side) Tests: none, trivial change
Yesterday
Added translation strings for boat validation enum so we can show nicer toast error messages.
Yesterday
Clean: restructure UseOcclusionV2 code to make profiling easier Tests: compiles in editor
Yesterday
Set selection scrollview content to use preferred size to prevent being able to scroll beyond elements
Yesterday
Cherrypick 133467 "Editor tool to find and remove incorrect / leftover entity tags" My previous commit makes it so entities get their labels cleaned and applied correctly on every manifest run, but it doesn't clear the tags off entities that became non-entities at some point. For that (less common) case this manual tool that I made before can be used.
Yesterday
merge from fix_terrain_texturing_alloc -> main
Yesterday
Switch TerrainTexturing from managed array Color[] to NativeArray<Color> and use the temp allocator - reduces heap watermark being pushed up while loading map, though watermark is pushed higher by other parts of client loading still