125,157 Commits over 4,171 Days - 1.25cph!

6 Minutes Ago
Manual impostors for curved palm variants.
10 Minutes Ago
Fix logging all commands by normal users - need to check both ServerUser and !ServerAdmin
11 Minutes Ago
If autoloading a property then invalidate the network cache - this ensures the first set of Autoloads will be replicated properly in all cases
26 Minutes Ago
Updated charity plushie textures to reflect updated logo guidance. updated icon for charity plushie 01
31 Minutes Ago
merge from drone_storage_slot - first pass for early testing
34 Minutes Ago
Convared all the deep sea generation settings for debug purposes Added commands to spawn cities and ghost ship on current player position
40 Minutes Ago
Don't want NuGet either in this case - just take the ZLinq and remove everything else
51 Minutes Ago
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43 Minutes Ago
Prevent startup commands from being captured before we read command line to determine if we want to disable the logging
47 Minutes Ago
Integrate ZLinq instead
58 Minutes Ago
Deep sea now spawns floating cities (the placeholder version)
1 Hour Ago
Anchor placement inprovements so it can be placed over water more easily. Added test point.
1 Hour Ago
reapplying train_disconnect_fix
1 Hour Ago
reapply tutorial_jungle_rock_fix
1 Hour Ago
reapply mixing_item_delete_fix
1 Hour Ago
reapply clone_icons_fix
1 Hour Ago
reapplying improve_rug_pickup
1 Hour Ago
More coconut palm stuff
1 Hour Ago
Fixed pivots on farm barge structure
1 Hour Ago
- fix unrestricted commands being logged as clientside - fix RCON using wrong empty field to identify rcon connections
1 Hour Ago
Fixed jungle animals not counting towards Wildlife Cull bandit camp quest.
1 Hour Ago
Debug: ServerOcclusion - add occlusion_blocked_cells and custom_occlusion_query editor convars - occlusion_blocked_cells visualizes all blocked cells nearby - custom_occlusion_query allows to setup a query via 2 gameobjects in the editor(in play mode) - restored player_occlusion_subgrids Tests: used the commands
1 Hour Ago
ignore collisions between dropped item and drone
1 Hour Ago
merge from main
1 Hour Ago
Impostor stuff
2 Hours Ago
Merge from main
2 Hours Ago
merge from naval_update
2 Hours Ago
merge from main
2 Hours Ago
Tropical palm files.
2 Hours Ago
Scene backup
2 Hours Ago
merge from log_disable_logs -> main
2 Hours Ago
Log to console indicating when logging is disabled & enabled
2 Hours Ago
drone properly drops storage loot on death
2 Hours Ago
merge from translate_error_fix
2 Hours Ago
drone uses its own loot panel
2 Hours Ago
Fixed another translate NRE happening during bootstrap
3 Hours Ago
Anchor anim controller setup, params, flow. Anchor anim code now functional, handles state restoring.
3 Hours Ago
merge from main
3 Hours Ago
added prompt provider interface for RC entities to provide action prompts on their own logic to computer ui - drone implements to prompt that its drop is ready when by checking its flags
3 Hours Ago
Bugfix: ServerOcclusion - don't block visibility if there's one blocked string passage This fixes edge-cases around hills, but there's still an issue of being able to see through hill - investigating Tests: used player_occlusion_subgrids to test a bunch of paths
3 Hours Ago
merge from uiworkshop_fixes
3 Hours Ago
vm chainsaw attack anim edits
3 Hours Ago
Fixed workshop pages not loading items correctly
3 Hours Ago
Moved all airfield loot spawns Diesel moved to puzzle Monument now respawns loot in higher quanities, more inline with modern monuments Fixed loot double spawns, meaning 5 extra loot spawns - this how it should have worked but broken since 2018 S2P
3 Hours Ago
Debug: changed up player_occlusion_subgrids to render results from ServerOcclusion.Algorithm.Gather - Gather now also marks if it used the neighbour passage or direct path or was blocked - Gather respects various convars Think I see what the problem is - my recent algo changes have a bug with neighbour passages. Investigating further Tests: used above server var to visualize paths
3 Hours Ago
account for attack cooldown on ThrownWeapon types
3 Hours Ago
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