137,910 Commits over 4,324 Days - 1.33cph!

46 Days Ago
Small engine now switches to a non shadow casting static mesh at LOD 3+4
46 Days Ago
Added a boat building player inventory loadout Fixed being able to place engines and small ramps in prevent building volumes Removed some client allocations in RepairCostIndicator
46 Days Ago
Merge from main
47 Days Ago
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48 Days Ago
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Fixed a server only serialized field
48 Days Ago
merge from slots_optimize
48 Days Ago
Fix caboose slot machines being uninteractable Fix static caboose slot machines offset floating in the air
48 Days Ago
merge from main
49 Days Ago
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54 Days Ago
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54 Days Ago
Reworked the now broken oil rig flame. Cheaper. Better. Hopefully pointing the wrong way like the old one.
56 Days Ago
merge from save280 - Staging wipe
57 Days Ago
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58 Days Ago
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Merging main with build_cache_redirect branch
59 Days Ago
network++ save++ persistance++
2 Months Ago
metal box texture adjustments
2 Months Ago
some painting QoL - add convar for brush size greater than 100, - changed redundant "reset rotation" button to instead "flatten rotation"
2 Months Ago
metal box wip
2 Months Ago
- Fixed turret not starting with Vector3.up when offline - still needs a little tweak - Constantly face to correct target - If not being controlled turn off client idle tick
2 Months Ago
More fixes for potential BSP loading crashes Prevent infinite loops in MapIO * When running over 100 map inputs per frame, continue firing inputs in the next frame. No input events are discarded. A console message is printed if the limit is hit.
2 Months Ago
Tweaked detail panel label styling
2 Months Ago
Fixed run test from json ignoring test parameters
2 Months Ago
Make resetstate remove the player from the advent calendar history
2 Months Ago
Militar Holosight refresh - Mesh and textures
2 Months Ago
Stopped the event overriding the newer session ID and redefined the older key to as a server session ID.
2 Months Ago
Update: adding a TODO to enable minor logic caching Tests: none, trivial change
2 Months Ago
Merge: from main
2 Months Ago
Merge: from triggerparentdelayedexit_optim - Bugfix: added missing check in tickmode 1 - Bugfix: fixed TriggerParentDelayedExit cleanup logic disabling it's effects - New: paste_line command Tests: built a wonky ship with tickmode 1, jumped over it's gaps
2 Months Ago
Update: TriggerParentDelayedExit cleanup logic only runs when trigger is disabled We always ran cleanup when OnEmpty got invoked, even if decided to delay the exit, which disabled delay functionality Tests: built a wonky ship and jumped around gaps - parenting was in effect long enough
2 Months Ago
merge from adventcalendar_effect_fix
2 Months Ago
Fixed another plane in the same effect
2 Months Ago
Added gibs for scrap box
2 Months Ago
merge from adventcalendar_effect_fix
2 Months Ago
Fixed open_advent fx collision plane layer, clients were able to walk on it, causing flyhack kicks
2 Months Ago
Added detail panel, can select tests to read their description and result message
2 Months Ago
Bugfix: TickMode 1 - add missing overrideOtherTriggers check Tests: none, trivial change
2 Months Ago
Ensure a turned off turret won't try to predict movement on the clientside
2 Months Ago
Run rotate at 10hz rather than 20hz. Run send aim direction at 10hz rather than 20hz. Run look for targets at 5hz rather than 10hz.