126,728 Commits over 4,171 Days - 1.27cph!

7 Minutes Ago
swapped mountable chairs on floating docks
29 Minutes Ago
cleared flow on the supply barge middle area a bit for easier traversal some polish on small security tower set dressing
34 Minutes Ago
merge from save272 - Staging wipe
36 Minutes Ago
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44 Minutes Ago
medical barge set dressing polish
1 Hour Ago
merge from main
1 Hour Ago
security prison barge set dressing polish
1 Hour Ago
merge from crosshair_allocs
1 Hour Ago
network++ save++
1 Hour Ago
merge from meta_shift/loot
1 Hour Ago
Fix crosshair allocs
3 Hours Ago
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4 Hours Ago
configurable states/lighting, alpha fresnel, z test with post opaque
5 Hours Ago
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
Today
merge from main -> modding_cui_merges
Today
merge from io_serverrestart_fix
Today
Reset seismic sensor on load from disk so it doesn’t get stuck after a server restart, if it was saved while ON
Today
Fixed RF broadcaster staying ON after a server restart if it was saved while broadcasting
Today
Improved messages for inventory "Cant move Item" -> detailed failure message
Today
merge from fix_arctic_puzzle_reset -> main
Today
Finalise SIMD terrain culling implementation: - Fix oscillation/flicker bug by tracking individual ray progress properly. - Adjust step size dynamically with altitude to reduce iterations. - Limit overall iterations to ConVar `indirect_instancing.tc_max_iterations`. - Ignore rays to instances that have been culled in a previous step.
AI boats will now attempt to ram players
Today
Fix compile error in new Translate.GetPhrase() server method
Today
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AI Boats will sometimes drive by the targets then pull in front or behind them
Today
Add more debug output to the indirect_instancing.debug overlay
Today
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