202,349 Commits over 4,171 Days - 2.02cph!

Just Now
Fix map not working when deep sea islands are spawned because the tutorial island map marker covers the entire map with a layer of water
Just Now
Shrunk the Prevent Building volume on the attack heli, should stop deployables being blocked through nearby walls
4 Minutes Ago
Added LODs and COL for farm barge kiosk
25 Minutes Ago
Shrunk the Prevent Building volume on the attack heli, stops deployables being blocked through nearby walls
38 Minutes Ago
cineamtic textures for clothing_mannequin and wall cabinet
39 Minutes Ago
Fixed server crashes to do with Gonarch NPC Fixed StudioMDL crashes due to $maxverts Restore default FindUseEntity behavior Fixed CBaseFileSystem::ReadLine not working for workshop files Minor VPK support changes from CS:GO Fixed addon dependencies not showing due to regressive Pull Request Change ents.CreateClientRope slack param to work better Make ents.CreateClientRope despawn if any of its entities are removed
42 Minutes Ago
merge from decor_lighting_dlc
46 Minutes Ago
uncheck chicken costume blocked from mannequin, add rpc call limit for changing pose
56 Minutes Ago
merge compile error fixes to naval update
1 Hour Ago
Floating city medical bay progress Merged rope bridge Lowered SSS on tarps
1 Hour Ago
Fix server restart warning NRE
1 Hour Ago
merge from deep_sea/portals -> deep_sea
1 Hour Ago
Rename IsInDeepSea(Vector3) -> IsInsideDeepSea(Vector3) to match the entity overload naming
1 Hour Ago
Fix attack heli flares and blackjack screens incorrectly using instantiate instead of GameManager CreatePrefab
1 Hour Ago
S2P Trainyard, Harbor 1&2, Military Tunnel, Launch Site, Excavator, Power Plant
1 Hour Ago
Fix not being able to place barricades on train tracks when near/in a monument
1 Hour Ago
Force mannequin to always use male body type
1 Hour Ago
Move portal teleport code into DeepSeaManager.Portals.cs
2 Hours Ago
Fix OnEntityEnter being called on clientside entities from the serverside TriggerDeepSeaPortal
2 Hours Ago
Get portals enter & exit at the "same position" instead of always spawning player in the center - switch to creating portals with different rotations instead of different sizes so we can easily adjust the enter & exit position for portals via localPosition - ensure entiites enter & exit portals at the same relative position (enter north side, exit north side) - adjust the position of the portal when entering and exiting
2 Hours Ago
adjusted mannequin collider so it cant put it's arms through walls
3 Hours Ago
fix uppercase mannequin prefab paths
3 Hours Ago
Disable more burst attributes for place entities offshore
3 Hours Ago
merge compile error fixes to aux
3 Hours Ago
Update: UsePlayerUpdateJobs 1/2 - for blocking-water parented players, store empty WaterInfo instead of garbage - Expanded TestWaterFactorsConsistency unit test to detect this case Not marking as bugfix as I couldn't cause any bugs by hacking code. Makes BasePlayer.GetWaterFactors consistent with BasePlayer.WaterFactor Tests: ran unit tests
3 Hours Ago
merge from decor_lighting_dlc
3 Hours Ago
fix compile error
3 Hours Ago
merge from decor_lighting_dlc
3 Hours Ago
Mannequin can be deployed on tugboat
3 Hours Ago
Fix mannequin inventory swapping and dropping issues
3 Hours Ago
Fluo ceiling light deploy volume tweaks
3 Hours Ago
Force disable HLOD while Indirect Instancing is enabled
3 Hours Ago
merge compile error fix straight to Aux to test
3 Hours Ago
Floating city / casino progress and medical bay dressing progress
3 Hours Ago
Static beach parasol prefabs
3 Hours Ago
Improvised walkways / merged all floor meshes and setup temporary colliders
3 Hours Ago
Disable burst compilation on GenerateSpawnPoints for now, its not used anyway.
4 Hours Ago
Lighting DLC - Carpet floorpaper - Material, textures, WIP setup
4 Hours Ago
merge naval_update to Aux
4 Hours Ago
merge from fix_burst_compiler_errors to naval_update
4 Hours Ago
Move GenerateSpawnPoints job to its own file.
4 Hours Ago
gunshot_network_range_improvements -> main
4 Hours Ago
Progress backup More splat files & palette stuff.
4 Hours Ago
Can only deploy chandelier on flat surfaces Can't deploy chandelier on the deployed layer
4 Hours Ago
Restored bolt and l9 to be 700 meters
4 Hours Ago
All weapons can now be heard up to 400 meters away (50~ meters higher than regular network range)
4 Hours Ago
merge from vclouds_default_enable
5 Hours Ago
menu convar
5 Hours Ago
Improve performance of BaseNetworkable::GetConnectionsWithin() by using a spatial grid to reduce the amount of players we need to check - rather than iterating over every player connection
5 Hours Ago
Added construction to the table lamp deploy vol layer mask