123,138 Commits over 4,171 Days - 1.23cph!

Just Now
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24 Minutes Ago
Apply new changed script to the wall fluorescent light
34 Minutes Ago
Walllight now refreshes growables
39 Minutes Ago
merge from string_lights_fix_2
46 Minutes Ago
Remove rounded foundaction block from planner list
52 Minutes Ago
updated wallcabinet lock positon
1 Hour Ago
Undo: Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
1 Hour Ago
Undo setting instancing flags on additional materials because the automation seems to be still incorrect
1 Hour Ago
Add snapping to the test generator Setup ranges on the snapping values so its a little easier to tune
1 Hour Ago
- Initial setup of oil rig mission - More small misc changes to mission editor
1 Hour Ago
Tweak dismount positions for steering wheel for more lenient mounting
1 Hour Ago
First pass medical bay container shell plus materials
1 Hour Ago
Cherry pick quick-save to GameSetup specified save file so I can merge to main after lockdown.
2 Hours Ago
Added an option to the Game menu to quick save to the savefile specified on the GameSetup object, without the need to deal with the file dialog.
2 Hours Ago
RPC Build
2 Hours Ago
Force 32 bit index space everywhere (for now)
3 Hours Ago
Fixed node visuals not chaning while harvesting them
3 Hours Ago
Merge from naval_update
3 Hours Ago
Merge: from baseplayer_serverupdateparallel - Bugfix for frequently disabling UsePlayerUpdateJobs leading to player cache desync Tests: wrote a unit test that confirms the bug and confirms the fix
3 Hours Ago
Merge: from main
3 Hours Ago
Disable my test scene loading in craggy
3 Hours Ago
Update: move OcclusionCache reset to always happen for disabled UsePlayerUpdateJobs Don't think this fixes anything, but helps avoid invalid emergency shutdown fallout if it happens in the future. Tests: none, trivial change
3 Hours Ago
Merge from boat_building
3 Hours Ago
Compile fixes
3 Hours Ago
Bugfix: StableObjectCache - properly drop references when clearing - PlayerCache emergency shutdown logic inspects internal buffer, which tripped up. Change also allows GC - Added a unit test that validates Clear call. Tests: Ran the new unit test - it was borked before the fix, gud afterwards
3 Hours Ago
Renamed all of the floating city container materials to be more standardised
3 Hours Ago
Merge from boat_building
3 Hours Ago
Merge from parent
4 Hours Ago
Merge from main
4 Hours Ago
merge from sky_circle_fix
4 Hours Ago
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4 Hours Ago
merge from abel_tc_auth_fix_2
4 Hours Ago
merge from wall_cabinet_pickup_fix
4 Hours Ago
merge from decor_lighting_dlc
4 Hours Ago
merge from bed_blocking_chandelier
4 Hours Ago
deleting unused textures from deck crane and rhib crane AO curve tweaks so it's less intense on them set ghost ship LOD textures to repeat as they default to clamp, causing issues
4 Hours Ago
Merge from main
5 Hours Ago
Ocean shoreline wetness fix
5 Hours Ago
updated the cranes and radars onboard ghost ships to prefabs set layer to world on spinny radars
5 Hours Ago
final LOD bakes for the ghost ships, double res + downsampling for quality
Today
Added ground watch to ceiling light and Chandelier
naval_update -> scientist_boat_ai
Today
take 2 on tentative pooling fix for mannequin posing
Today
subtract commit 129922, includes extra files
Today
tentative pooling issue fix for mannequin
Today
Improved radiation consistency at the main entrance and cave entrance of military tunnels with more sphere and box radiation triggers. Ran S2P Before: https://files.facepunch.com/jacob/1b0211b1/33YoiGKzIf.jpg After: https://files.facepunch.com/jacob/1b0211b1/6am3EFYeP4.jpg
Today
Recycler shed now uses a box collider for radiation rather than a sphere so you only get rads when at the recycler or very close to the building
Today
Player built boats can now enter the deep sea: TriggerDeepSeaPortal now fowards the parent PlayerBoat entity if the triggering entity is a BoatBuildingBlock