134,370 Commits over 4,293 Days - 1.30cph!

4 Hours Ago
Map marker edit UI now appears above fog of war
4 Hours Ago
Merge from naval_update
4 Hours Ago
Merge from main
4 Hours Ago
Use min and max for coarse terrain height shadow culling and re-enabled camera and shadowing culling.
5 Hours Ago
Merge from main
5 Hours Ago
Inventory null check in Mailbox
5 Hours Ago
Fixed not being able to switch to softcore on craggy island Don't drop softcore corpses if the deployable is on a player boat
5 Hours Ago
Only calculate position and scale once in ImpostorBatching
5 Hours Ago
rebase on main
6 Hours Ago
Hooked up missing Impostor component and fixed incorrect LOD4 material on: palm_tree_tropical_small_a palm_tree_tropical_med_b palm_tree_small_a palm_tree_small_b S2P all tropical islands
Today
Small engine now switches to a non shadow casting static mesh at LOD 3+4
Today
Added a boat building player inventory loadout Fixed being able to place engines and small ramps in prevent building volumes Removed some client allocations in RepairCostIndicator
Today
Merge from main
Yesterday
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3 Days Ago
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Fixed a server only serialized field
3 Days Ago
merge from slots_optimize
3 Days Ago
Fix caboose slot machines being uninteractable Fix static caboose slot machines offset floating in the air
3 Days Ago
merge from main
3 Days Ago
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9 Days Ago
Reworked the now broken oil rig flame. Cheaper. Better. Hopefully pointing the wrong way like the old one.
11 Days Ago
merge from save280 - Staging wipe
12 Days Ago
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14 Days Ago
Merging main with build_cache_redirect branch
14 Days Ago
network++ save++ persistance++
16 Days Ago
metal box texture adjustments
17 Days Ago
some painting QoL - add convar for brush size greater than 100, - changed redundant "reset rotation" button to instead "flatten rotation"
17 Days Ago
metal box wip
17 Days Ago
- Fixed turret not starting with Vector3.up when offline - still needs a little tweak - Constantly face to correct target - If not being controlled turn off client idle tick
17 Days Ago
More fixes for potential BSP loading crashes Prevent infinite loops in MapIO * When running over 100 map inputs per frame, continue firing inputs in the next frame. No input events are discarded. A console message is printed if the limit is hit.
17 Days Ago
Tweaked detail panel label styling
17 Days Ago
Fixed run test from json ignoring test parameters
17 Days Ago
Make resetstate remove the player from the advent calendar history
17 Days Ago
Militar Holosight refresh - Mesh and textures
17 Days Ago
Stopped the event overriding the newer session ID and redefined the older key to as a server session ID.
17 Days Ago
Update: adding a TODO to enable minor logic caching Tests: none, trivial change
17 Days Ago
Merge: from main
17 Days Ago
Merge: from triggerparentdelayedexit_optim - Bugfix: added missing check in tickmode 1 - Bugfix: fixed TriggerParentDelayedExit cleanup logic disabling it's effects - New: paste_line command Tests: built a wonky ship with tickmode 1, jumped over it's gaps