138,720 Commits over 4,324 Days - 1.34cph!

2 Days Ago
Flame turrets deployable on boats
2 Days Ago
boat_hand_animation_fix -> main
2 Days Ago
Fixed steering wheel and throttle issues on the PT Boat
2 Days Ago
Fix scientists bypassing a big part of player armor, eg hazmat only blocking 5% of scientist damage, and fullmetal only blocking 25%. Most clothing will now block damage as you'd expect (eg hazmat blocks 30% and fullmetal around 50%).
2 Days Ago
Shotgun trap deployable on boats
2 Days Ago
DecayEntity::GetNearbyBuildingBlock can now get boat building blocks
2 Days Ago
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2 Days Ago
Added missing server collider to DS Signal Computer.
2 Days Ago
Fixed tropical1 bush billboard oddities.
2 Days Ago
merge from ddraw_sceneview
2 Days Ago
made ddraw work in the scene view as well, handles Text and ScreenText as well
2 Days Ago
Merge: from fix_sortdeferred_race - Bugfix for sorting of hits potentially running in a race with previously scheduled jobs Tests: unit tests
2 Days Ago
merge from dragbyangle_improvements
2 Days Ago
Optim: merge count and sort jobs into one Tests: unit tests
2 Days Ago
improved consistency on dag-by-angle calculations on player boats - changed from batched raycasts to batched spherecasts - actually check if the hull the cast hit is from the boat we care about - casts are made from the center of the hull bounds, avoid edge case where this was skimming the top of the boat
2 Days Ago
Add previewed line tool method, behind convar
2 Days Ago
clothing box - texture pass and material updated
2 Days Ago
Added decayentity.debuggetprivilege, helps to see when we used the slow Vis rather than using cached priv
2 Days Ago
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2 Days Ago
Bugfix: GamePhysics.SortDeferred - respect dependsOn handle param Tests: ran unit tests - all pass
2 Days Ago
shipping container texture repack projected decals and decal materials
2 Days Ago
Paint line tool, directionlock method
2 Days Ago
Boat building stations now cache the steering wheel in the buildable area This avoids the slow Vis when building on boats and when HBHF sensors check privilege of detected players on edit mode boats
2 Days Ago
Add missing SetApplicationId call for Discord integration
2 Days Ago
stripping shipping container models from the decal submeshes converted all prefabs to meshLOD
2 Days Ago
Minor HBHF refacto, don't bother polling privilege if the players in the trigger aren't elligible (dead or sleeping) All tests passed
2 Days Ago
Added IPrivilege, implemented by BuildingPrivlidge and SimplePrivilege (vehicles, shelters) Added GetPrivilege in DecayEntity, gives a building/vehicle agnostic privilege getter HBHF sensors now use that, so they can work on boats
2 Days Ago
merge from main
2 Days Ago
storage boxes prefab adjustments, disabled LOD3 shadows, cleaned up unused overrides
2 Days Ago
Merge: from spectate_stay_after_dc - Update: when spectating a player that disconnects, the client starts orbiting their last position. Third-Person is the only valid camera mode in that situation Tests: spectated a player that disconnected - was able to look around.
2 Days Ago
Fix throttle hand interactions on RHIB These were working originally but after as many small changes they ended up being forgotten
2 Days Ago
Merge: from main
2 Days Ago
Update: client now hovers last spectated player's position in third-person mode when spectated player disconnects/gets nuked Tests: spectated player that disconnected - started orbiting. spectated as only player on server - orbiting original position (as before)
2 Days Ago
freshwater_fix
2 Days Ago
Revert to a better cs: #144447
2 Days Ago
added ddraw to playerboat.lookatdragbyangle command
2 Days Ago
freshwater_fix -> main
2 Days Ago
Revert proc map to #142609
2 Days Ago
Update: when spectated player disconnects, stay spectating above their player Don't like how the logic is tied to the player/sleeper, need to improve on the clientside Tests: spectated player, then that player disconnected - stayed in an area
2 Days Ago
merge from collider_cleanup_feb_26
2 Days Ago
Fix GroundWatch not working for large battery, splitter, volcano fireworks (recent regressions) and fishtrap (old issue) New deployable test for the root cause, there has to be at least one collider on a layer visible to GroundWatch, otherwise it never gets notified
2 Days Ago
server_browser_obfuscation_fix -> main
2 Days Ago
Dont obfuscate ping assmembly
2 Days Ago
Ordering changes
2 Days Ago
merge from deepsea_fixes
2 Days Ago
Set deep sea buoy flares LOD to dynamic so their distances are respected (LODGrid stops refreshing statics after >500m) Fixed DistanceFlareLOD not refreshing on enable/disable, and fixed the broken fading
2 Days Ago
merge from junkpile_water_clip_fix
2 Days Ago
realmed removed rigidbody component from junkpile_water_(a/b/c) prefabs
2 Days Ago
merge from main