126,741 Commits over 4,171 Days - 1.27cph!

7 Minutes Ago
boat stability work
8 Minutes Ago
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18 Minutes Ago
RPG Standard Ammunition - Setup Model, Lods, Material, Textures and updated initial prefab
19 Minutes Ago
merge from codelock_entercode_cache
19 Minutes Ago
Increased the cache duration of IsBuildingAuthed calls from entity menus using the PrioritizeIfNotWhitelisted attribute Only used by codelocks Menu_Enter_Code so far
32 Minutes Ago
Setup Single and Dual 50 Cal LODs and Colliders
48 Minutes Ago
tweaks to culling distance to several prefabs
55 Minutes Ago
Merge from parent
1 Hour Ago
basic HLOD setup for floating cities, S2P - will improve the brew in further iterations
1 Hour Ago
anim updates for feedback notes
1 Hour Ago
floating cities s2p
1 Hour Ago
swapped mountable chairs left on all barges
1 Hour Ago
1 Hour Ago
swapped mountable chairs on floating docks
2 Hours Ago
cleared flow on the supply barge middle area a bit for easier traversal some polish on small security tower set dressing
2 Hours Ago
merge from save272 - Staging wipe
2 Hours Ago
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2 Hours Ago
medical barge set dressing polish
3 Hours Ago
merge from main
3 Hours Ago
security prison barge set dressing polish
3 Hours Ago
merge from crosshair_allocs
3 Hours Ago
network++ save++
3 Hours Ago
merge from meta_shift/loot
3 Hours Ago
Fix crosshair allocs
4 Hours Ago
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6 Hours Ago
configurable states/lighting, alpha fresnel, z test with post opaque
Today
Add analytics when puzzles reset - how long it took before reset and how long players spent inside / blocking the puzzle - log puzzle reset settings and monument of the puzzle
scientist_boat_ai -> naval_update
Compile fixes
Codegen after merging naval update
Today
Merge from httpimage_cache
Today
Fix HttpImage not working with extensionless image URLs
Fix for sound assets not being saved on config, assigned sound assets
Today
Swap garage door mesh to a mesh renderer when its fully closed or open, so they can batch together Keep the skinned mesh only when its busy (opening or closing)
naval_update -> scientist_boat_ai
Fix compile error with our new changes
Remove a dumb 200 byte allocation on our blur step
Integrate RHIBs into the deepsea Spawn them in cool triangle formations (auto generate groups) Wiping the deep sea will wipe rhib group info
Only try and maintain cohesion in the wander state Add some methods to wipe coordination when the deep sea resets
Today
monument event notifications sounds
simple boid behaviour in groups groups will attempt to stick together as much as possible
Add 'grouping' system: Boats can be spawned in groups If one of the group members targets an enemy we can ensure all of the boats target the same one, this keeps them all focused and together
Today
merge from modding_cui_merges -> main
Today
Add Vector4Ex.Parse(), switch from Color.Parse() -> Vector4Ex.Parse() - update Vector3Ex.Parse() to use TryParse() like Vector2Ex.Parse() (safe because the method is only used in one place in codebase surprisingly) - add some comments too
Today
merge from laserdetector_fastvehicles_fix
Today
Fixed laser detector not detecting fast moving vehicles reliably
Today
Fix compile error
Fixed bucket container_a prefab Added lights to one of the string lights as a test Casino mesh changes Nephorlepis static prefabs Flourescent_e light prefabs Added triple_light prefab with built in lights Sand_pile_a prefab and model Casino interior dressing progress
Today
Update from repo after merging 9 slice support