140,486 Commits over 4,505 Days - 1.30cph!

11 Minutes Ago
Fixed effects not firing
25 Minutes Ago
Custom FP Scenario dropdown to replace the default Unity one - Renames/improvements - Fix few more second client NRE's - Crosshair NRE fix
31 Minutes Ago
Fixed not being able to transfer water into the held water bucket via the UI. Includes automated test. Fixed LocalPlayerTestFixture not waiting for the player to spawn in and asserting too early
1 Hour Ago
add a scroll fade/gradient to tabs
2 Hours Ago
removed unnecessary prefab
2 Hours Ago
Added test_physmat_cube_COL, a per-face physics material test asset Cube with 6 physics materials, one per face, each side of the cube split differently to test how material boundaries behave. 6 is more than any real asset would need, deliberate headroom for finding the edges of the per-face lookup rather than a realistic case.
2 Hours Ago
merge from flex_color_picker_fixes
2 Hours Ago
Update: consolidate OS specific calls to RustNative Still gotta build and test linux and mac, gonna do that tomorrow Tests: ran temp scene
2 Hours Ago
Reverted previous idea, now using a better way of fixing it
2 Hours Ago
Don't hide rooms until they have been invisible for 5s+ (prevents room going invisible as the door is in it's closing animation + reduces churn from rooms being deleted and networked over and over
3 Hours Ago
Move code around, don't unload filestorage since domain reload should handle it
3 Hours Ago
merge from automated_testing
3 Hours Ago
One more that I missed
3 Hours Ago
Simplified battery console commands
3 Hours Ago
Set main power slots for EngineListener and AlarmSystem prefabs (DummySwitch from monuments)
3 Hours Ago
TeslaCoil, SolarPanel, FuelGenerator cleanup
3 Hours Ago
Fix alignment issues on non-keyframable rows, they had an ugly left offset before.
3 Hours Ago
Removed all the old IO code from the battery class (feels amazing)
3 Hours Ago
update from main
3 Hours Ago
Update: disable Unsafe.UseMultithreadedScripting on CLIENT - codegen Need to figure out how to better patch out the managed check when doing an IL2CPP build, will leave that for later Tests: tested booting test scene both in CLIENT(ran on main thread) and SERVER(ran on thread pool) modes
4 Hours Ago
Fixed flexible color picker hex input fields across various panels; generic painting dialog, row workshop color, ornate frame config, balloon config
4 Hours Ago
exported updated glass ar admire anim
4 Hours Ago
Compile fix
4 Hours Ago
merge from main
4 Hours Ago
Started to refactor the two existing large train tunnel rooms (separated elements, renamed to match naming convention, fixed pivots, added door offsets). WIP
4 Hours Ago
merge from automated_testing
4 Hours Ago
merge from main
5 Hours Ago
Merge from m15_modslots_fix
5 Hours Ago
Fix M15 pistol skin not having matching mod slots to base semi-automatic pistol, meaning targetting attachment mod could not be attached Add automated test for catching item redirects not having matching mod slots. Appears that M15 was the only case
5 Hours Ago
Converted DummySwitch (monument specific switches)
5 Hours Ago
Reapply GunnerTest
5 Hours Ago
merge from main need to reapply 2 changes
5 Hours Ago
Regenerate testlist, all new ones pass
5 Hours Ago
Manually reduce network range of VineSwingMountable and GenericMissionLootContainerReusable(not in tests due to not having LODs, but should be good to reduce)
5 Hours Ago
Reduce network range to 128m for: - loot_trash - door.hinged.cargo_ship - door.hinged.vent - fogmachine - turret_attackheli - door.hinged.tugboat.door - _base_car_chassis.entity - modular_car_camper_storage - ziplinemountable - _cardtable_base - cctv.static - clan.table - audioalarm - cabletunnel - doormanipulator - pressbutton_officeelevatordown - pressbutton_trainstairwell - wheelswitch - big_wheel - bigwheelbettingterminal - smallcandleset - marketterminal - sled.deployed - dynamicmissionstash - logstash - missionstash - explosive.timed.deployed - explosive.timed.entity - metal_detector_flag_deepsea.entity - metal_detector_flag.entity - survey_charge - gunnertest - boombox.static - cassetterecorder.deployed - connectedspeaker.deployed.static - microphonestand.deployed.static
5 Hours Ago
merge from fix_airfield_powergrid_indicators
5 Hours Ago
apply to scene, S2P airfield
5 Hours Ago
better fix, 3 lights on bottom for door and improved scaling
5 Hours Ago
Added new honey bandage icon
6 Hours Ago
New automated test looking for entities that cull <128m but have network range 256m (can safely be reduced to 128m), uses Ian's network range audit tool Finds 36 leftover cases, need to double check none of them cause issues when reduced
6 Hours Ago
updated texture res for wood armour jacket and pants. set to 1k
6 Hours Ago
- Various fixes to stop editor multiplayer servers from freaking out when spun up independently (allowing multiple servers to run) - Cleanup SteamClient valid checks - Setup a bunch of new scenarios
6 Hours Ago
Prefab setup and set dressing/look dev exploration in small room variants J, K, L. Updated mani
6 Hours Ago
Updated wood armour helmet shading and updated textures. set texture resolution to 1k
Today
merge from main
Today
merge from vehicle_pooling
Today
merge from existing fix branch: airfield_powergrid_light_fix
Today
merge from fix_airfield_powergrid_indicators
Today
Merge from main
Today
More automated tests for croc/wolf/tiger foundation jump/destroy behaviors, fix bug where cancelled/stale tile request would delete the tile after failing