140,688 Commits over 4,505 Days - 1.30cph!

Yesterday
merge from main
Yesterday
Fix noise texture uv in volumetric light beam
Yesterday
merge from kickwallpaper_drop_fix
Yesterday
merge from repairbench_backpack_fix
Yesterday
- Center airfields power level display - Removed 1 light from the entry door as it only needs 3 to open - ran s2p
Yesterday
Updated the CommandBufferManager to name the command buffers after their camera events, as each camera event is given a unique command buffer
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Zigg Tank Large mesh collider update and primitive collision removal.
Yesterday
merge from main -> base_occlusion
Yesterday
Codegen
Yesterday
Tests to confirm the interior walls are fixed
Yesterday
Fixes to make edge case of interior walls not be hidden
Yesterday
Add command to export a building into a format that tests can use (so we aren't spawning the giant base every single time)
Yesterday
Add more tests
Yesterday
Switch to using EnterPlayMode + DomainReload so the normal shutdown has a chance to run
Yesterday
Fix sqlite database being locked in the editor (requiring you to restart editor every time it happens) - force close all open sqlite databases when exiting playmode
Yesterday
Merge from nexus_fixes
Yesterday
Mark classes used for the nexus server browser as JSON models so they don't get mangled by the obfuscator
Yesterday
Created 8 new sprinkler tests to catch an issue with sprinklers visibly splashing but not applying water to planters after a server restart They all fail right now Remove server.useLegacySprinklerLoadProcess, should no longer be needed
Rin
Yesterday
merge from industrialTorch_SFX_fix
Rin
Yesterday
merge from torch_3p_sfx_fix
Rin
Yesterday
merge from rug_culling_distance_fix
Rin
Yesterday
merge from largeplanter_gibs_fix
Rin
Yesterday
merge from shippingcontainer_decal_fix
Rin
Yesterday
merge from muzzlebrake_pos_fix
Yesterday
merge from main -> base_occlusion
Yesterday
Network group implementation
Yesterday
Updated the particle effects of the spray can to broadly match the texture being sprayed Approximates the colour via a texture lookup. gets cached per texture so it only happens once per skin in a session
Yesterday
Merge from vm_hand_spawn
Yesterday
Remove the hand_mesh from v_building_planner_rig (hacky removal, proper re-export will be better but this should allow us to verify memory savings)
Yesterday
Merge from vm_hand_spawn Only active on building_planner for testing, other vm's are unchanged
Yesterday
Tests improvements, some fixes
Yesterday
Merge from main
2 Days Ago
Compile fix
2 Days Ago
Merge: from mt_snapshot_saving - Bugfix for thread race in Jobs 4 mode when saving BasePlayer Tests: booted craggyisland_missions, completed a mission
2 Days Ago
Bugfix: avoid a thread race on PlayerState MRU dictionary when saving BasePlayer - use readonly access in Save that doesn't update MRU - push to cache on player connect Tests: ran CraggyIsland_missions, completed a mission - saw states change in UI
2 Days Ago
Update: avoid calling db queries when saving BasePlayer.PersistentPlayerInfo - instead resolved on player join It should be safe according to docs(mt calls are serialized), but this way is just simpler. Tests: booted into craggy
2 Days Ago
Update: implement UnsafeScriptingAcccess.SwitchToMultithreading awaitable Works with ConVar.Unsafe.UseMultithreadedScripting to either keep task on main thread of offload it to thread pool Tests: TLSTest script, with covnar being in both states after system runs
2 Days Ago
Merge: from main
2 Days Ago
Compile fix
2 Days Ago
add a way to pin/favorite commands
2 Days Ago
merge from sail_optim
2 Days Ago
merge from clan_misc
2 Days Ago
merge from masterkey
2 Days Ago
merge from powerplant_wire_fix
2 Days Ago
merge from shadow_caching_nvg_bug_fix
2 Days Ago
merge from fix_gasstation_bettercarloot
2 Days Ago
merge from nvg_trophy_fix
2 Days Ago
merge from satcom_monumentinfo_removal