138,863 Commits over 4,474 Days - 1.29cph!

45 Minutes Ago
merge from automated_testing
49 Minutes Ago
Fix turret test failing due to weapon default ammo contents
57 Minutes Ago
handle rare drag-on-open NRE
1 Hour Ago
merge from main
1 Hour Ago
Merge from PlayerMaintainedMonuments/powergrid
1 Hour Ago
Read/write enabled on collision meshes for powerplant fuseboxes
1 Hour Ago
Adjust required fuses for different powergrid stages Recyclers outside safezones now have slightly boosted stats with higher powergrid stages. *Subject to change*
1 Hour Ago
- Powergrid fuseboxes in the powerplant now only deteriorate the single oldest fuse in their inventory. Next oldest starts deteriorating once oldest becomes broken - Changed 'powergrid.fuseConditionLossPerSec' convar to 'powergrid.fuseLifespanSeconds' and adjusted default value - Make heavy fuse item stackable
1 Hour Ago
Update darts with colours for each player - 1p is blue, 2p is yellow (not red bc it blends with board too much) - colours apply in 3 places: viewmodel, thrown darts, and 3p mountable props - improved when darts are cleared from the board in multiplayer, now waits for next player to throw to clear old darts
1 Hour Ago
merge from main
2 Hours Ago
merge from BoatVendor_BPchange
2 Hours Ago
merge from NestHat_T1
2 Hours Ago
Minor balance adjustments. - Wood dart for blowpipe 40 > 50 damage to match the crossbow (still has falloff at range) - Blowpipe crafting 25 > 10 cloth - Collared shirt +3% rad +2% projectile. Made a new protectionproperty asset since it shared with the green shirt previously - Bucket helmet - Now costs 20 frags instead of 35 so its no longer somehow more expensive than the bucket. +5% projectile +5% bite damage.
2 Hours Ago
merge from demo_ui_2
3 Hours Ago
Add demo timeline zooming, horizontal scrolling, re-ordering tracks with click + drag, make animation tracks work with rectangle selection.
3 Hours Ago
fixed missing attribute on event methods breaking undo/redo in build
3 Hours Ago
AKs now come with 4 rifle bullets in the magazine by default again (this was removed more than 4 years ago due to a bug)
3 Hours Ago
masterkey anim updates
3 Hours Ago
Bugfix(editor): WhatUsesThis - don't require a whitespace after m_EditorClassIdentifier - wrap the serach into a try-catch-throw block so we can quickly check if there's anything wrong with the prefab Whitespace got lost in the prefab asset, causing the tool to trip up Tests: ran it, got results
3 Hours Ago
WIP industrial crafter support
4 Hours Ago
merge from demo ui 2
4 Hours Ago
Fix demo ui 2 rendering over pause menu.
4 Hours Ago
Merge from main
4 Hours Ago
Updated satellite.trigger to take an optional mass parameter, for easy test of the same mass-based loot used when triggered by a control computer (higher mass satellite = more loot)
4 Hours Ago
Rework satellite loot setup to be inspector driven
4 Hours Ago
merge from game_room_dlc
5 Hours Ago
Merge from PlayerMaintainedMonuments/powergrid
5 Hours Ago
S2P launch site
5 Hours Ago
Merge from PlayerMaintainedMonuments
5 Hours Ago
Fix supermarket loot fridge not refreshing contents after a server restart Fix issue with other loot containers not saving their current refresh countdown, meaning they restart rather than resume their countdowns on server reboot Remove unused ProtoBuf.Loot definition, replaced with ProtoBuf.LootContainer
5 Hours Ago
Pressing escape when in the satellite UI dismounts from the computer and closes the UI
5 Hours Ago
Compile fix
5 Hours Ago
Merge from PlayerMaintainedMonuments/blockerssubtract
5 Hours Ago
Subtractive merge from changeset 155689 Merge from MonumentBlockers
5 Hours Ago
Merge from PlayerMaintainedMonuments
5 Hours Ago
Merge from main
Rin
5 Hours Ago
network++
6 Hours Ago
Improved volume slider UI Added "can close" support to `playvideo` (2nd bool argument, defaults to false) https://files.facepunch.com/raul/1b2011b1/20_13-52-FixedHoneybee.mp4
6 Hours Ago
Adjust walk speed and accel/deccel
Today
Fix old AIs not fleeing when player is unreachable
Today
Fix old AIs not fleeing when the player is unreachable
Today
Fix scientists not moving or spawning in multiple locations when new navmesh is enabled, also fix old AIs moving slower
Today
Fix old AIs being slower when new navmesh is enabled
Today
Merge from WolfHeaddress_Workbench
Today
Merge from satellite_crash
Today
S2P launch site to get control computer changes
Today
fix minor hitguide issues, doubled up additive cylinder, capsule not matching height
Today
Enable saving on static control computer
Today
Merge: from mt_snapshot_saving - Bugfix for duplicate field serialization - Bugfix for unsafe Time access on worker thread Tests: Booted into craggy