139,496 Commits over 4,474 Days - 1.30cph!

Yesterday
merge from PlayerMaintainedMonuments/powergrid
Yesterday
More adjustments to powerline pole ladder - now more forgiving, able to climb the IO box and made the radius wider, so it's harder to lose grip https://files.facepunch.com/raul/1b3011b1/30_00-03-EnormousElephantbeetle.mp4
Yesterday
Merge from satellite_crash
Yesterday
Fix barricades placeable on top of water treatment tank, fix physics material Fix barricades not placeable on terrain next to water pipe outlet
Yesterday
Merge from rb_oofed
Yesterday
Remove rigibody altogether and just use velocity stand in along same path. Implementation has evovled to the point it's not even needed now (probably).
Yesterday
create mip-filtered refraction texture before transparent geometry pass
Yesterday
Keep the trail in place after impact and shrink it over 45 seconds so players can still see the impact trajectory
Yesterday
Fixed Lua errors when auto refreshing SWEPs with some addons Partially fix up ToGL builds on Windows (from x86-64) Fixed alignment of textures in mat_texutre_list tiles Potential ToGL crash fixes for community shaders Cleanup: Removed 2 unused (C++) globals More hook return value optimizations * Stop reading those bools from Lua and then do nothing with them! This should be the last batch of them
Yesterday
add override water blend slider and toggle
Yesterday
Merge from align
Yesterday
Merge from demos
Yesterday
More, and related refactor.
Yesterday
WTP Spinner uses a proper base material, to fix waves and opacity.
Yesterday
Merge from PlayerMaintainedMonuments/powergrid
Yesterday
Fix satellite crates physics material and block player input
Yesterday
Run powerplant S2P again
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Use already set currentEnergy when setting PowergridIOAccessPoint power flag
Yesterday
Bunch more
Yesterday
merge from darts_game
Yesterday
update reticle with new shader add CanvasLOD to score panels decrease default timeout from 4min -> 3min when game is over, players not registered can clear the board
Yesterday
Added soundsa and audio support for powerline electrical boxes
Yesterday
Power plant lighting issue fixes PowergridStage indicators are Default instead of World, to fix reflection probe light pollution.
Yesterday
Bunch of fixes for potential demo issues
Yesterday
Merge from fx_rework1
Yesterday
Phase 2 resume fix
Yesterday
merge from sculptures
Yesterday
Fixed escape button not working in the sculpture editing dialog Save then close the sculpting dialog when pressing escape, following behaviour of the other painting panels
Yesterday
merge from main
Yesterday
Codegen
Yesterday
merge from nameplate_dialog_fix
Yesterday
Added hideNametags to UIDialog, enabled it on sign and sculpture panels - makes things more robust when we want to selectively disable nametags on panels which render raw camera feed
2 Days Ago
Remove powerline IO entity spawn from powerlines in monument scenes Also check if the spawn point is inside a monument prevent building volume before spawning it S2P powerplant, outpost, launch site
2 Days Ago
Move all the descent code to a partial while I'm at it
2 Days Ago
Refactor, moving the new flight curve calc/build to its own class.
2 Days Ago
More cleanup
2 Days Ago
Move SatelliteTrailFadeOut to its own file. More comment cleanup.
2 Days Ago
Comment cleanup
2 Days Ago
merge from game_room_dlc -> darts_game
2 Days Ago
merge from main
2 Days Ago
Descent phase time defaults
2 Days Ago
merge from water_treatment_plant_maintainables
2 Days Ago
fix waterpipes audio order of operations - multiple spouts were playing duplicate audio, using silent prefab variant - fixed audio happening when water was in spout, but not producing (now it wont) - extended preventbuild volume lower - try fix ambient audio pool error - manifest
2 Days Ago
merge from main -> waterwell_stock_decrease
2 Days Ago
Merge from scale
2 Days Ago
merge from PlayerMaintainedMonuments
2 Days Ago
merge from gas_station_maintainables
2 Days Ago
save changes to scene + gas station S2P
2 Days Ago
fix gas station kill colliders again adjusted collider positioning and size now kills any other type of vehicles - like horses, bikes, and others that could be physics glitched