137,585 Commits over 4,474 Days - 1.28cph!

33 Minutes Ago
Correct occupation-over values for all dweller jumpsuits (fixes naked underwater dwellers)
33 Minutes Ago
Supermarket freezer new sounds
35 Minutes Ago
Merge from PlayerMaintainedMonuments/powergrid
36 Minutes Ago
Add _RRP multi_compile to all shaders with a forward pass
38 Minutes Ago
Remove _UsingRRP dynamic branch
40 Minutes Ago
Added support for the LensDirtinessEffect in RRP and added some if client wrappers around the night light effect's renderer feature and pass
49 Minutes Ago
S2P apartments
49 Minutes Ago
Add support for apartment rooms to only be spawned based on position instead of all the entities being baked into the monument's scene - stores list of entities to spawn inside a component attached to the output prefab - spawns them inside FindMapEntities() - fixes needing to run S2P when only the apartment room prefab is changed - reduces scene size from 175MB -> 75MB (unsure how that translates to actual RAM usage)
53 Minutes Ago
Abort the launch in the (unlikely) event the final lock-in search fails, prevents potentially locking up the event.
54 Minutes Ago
Bugfix(tests): remove test assertion that can sporadically fail Since we run some checks in parallel, some state results are unreliable Tests: ran unit tests as a batch and each in isolation
1 Hour Ago
Manually force global broadcast, just incase - particularly for saves.
1 Hour Ago
enabled censor on tank top (so skins don't reveal nudity)
1 Hour Ago
merge from apartments_adminauth_bypass
1 Hour Ago
Made apartment.adminapartmentnoclip a server variable instead Client compile fix, codegen
1 Hour Ago
Fix darts throwing towards the player and bricking the darts board
1 Hour Ago
Bugfix(tests): ensure env volumes get cleaned between TestIsFlyingConsistency runs Found a test that fails when run in isolation Tests: ran unit tests
1 Hour Ago
merge from main
1 Hour Ago
Bugfix(tests): use test state caches for PlayerState Fixes failures from previous change. Spotted a bug that should cause a failure, yet it passes somehow - will investigate next Tests: ran AH perf and unit tests
1 Hour Ago
Added logs in bootstrap when each step starts and ends, helps debugging issues
2 Hours Ago
assigned temp baseplate to rock sculpture
2 Hours Ago
Update: move generic AH state from BasePlayer to AH.PlayerState struct Tests: ran AH tests, perf tests failing (will fix next)
3 Hours Ago
Fixed world setup in train tunnels test to make dwelling spawning work
3 Hours Ago
Cherry-pick: Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
3 Hours Ago
Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
3 Hours Ago
Halloween costume prefab fixes
3 Hours Ago
Create new livestock testing scene with ai enabled Setup cow movement speeds
3 Hours Ago
Train tunnels test scene cleanup
3 Hours Ago
temporary pack icon, set up shotguntrap as skinnable and hooked up gamesroom shotgun trap skin to it
3 Hours Ago
crate texture update
3 Hours Ago
Bugfix: add missing reset call for noclip states - also minor refactor Tests: ran unit tests
4 Hours Ago
merge from oldconsole_purge
4 Hours Ago
More unused code
4 Hours Ago
Manifest update and collision for lockers damage stages
4 Hours Ago
Remove more old unused code Removed legacy_erroroverlay
4 Hours Ago
Fix safety delay not working with a potential range
4 Hours Ago
Fixed the satellite prefab path for test commands
4 Hours Ago
Enable saving on Satellite.entity again
4 Hours Ago
Fix potential issue with satellite being destroyed before impact leading to bricked flow. Should never happen, but worth covering.
4 Hours Ago
Clean: minor refactor - remove dead prop - wrap unparentTime in prep for moving to it's own state array Tests: compiles
4 Hours Ago
Manifest update
4 Hours Ago
Monument blocker stacked lockers - stage 1 to 3 plus gibs, plus prelim entity setup. Material is placeholder test, will be replaced w/ retexture
4 Hours Ago
Bugfix(tests): use passed in array instead of global static when checking overlap with player Same bug as before but on a batched path - guess I was sleep deprived yesterday. Tests: ran all AH perf and unit tests - they pass
4 Hours Ago
Bugfix(tests): use correct array when checking overlap with other player Fixes PerfIsFlying tests, gotta fix the batched now Tests: ran perf + unit tests
4 Hours Ago
Fixed crash when closing dev tools
4 Hours Ago
Move cathode volume component into project
4 Hours Ago
Clean: move noclip state from BasePlayer to AntiHack.PlayerNoclipState Tests: ran all AH tests, unit tests pass but perf tests fail (for flying checks, will fix next)
4 Hours Ago
Assigned material to halloween costume
4 Hours Ago
Fixing import warnings for haloween costume
5 Hours Ago
Added an extra check to the NightLightRenderPass to skip it if there are still issues with it
5 Hours Ago
merge from smallbackpack