202,362 Commits over 4,171 Days - 2.02cph!

4 Hours Ago
More/Backup
4 Hours Ago
update deep_sea/portals
4 Hours Ago
merge from naval_update -> deep_sea
4 Hours Ago
merge from main -> naval_update - stomped mannequin material changes on naval_update branch
4 Hours Ago
Fix portal teleport logic and add debugging of portal teleport attempts to ensure it's trying the right locations
5 Hours Ago
Backup
5 Hours Ago
merge from ui_mipmap_fixes
5 Hours Ago
Tagged more item icons to use the UI mipmap group
6 Hours Ago
Null check just in case
6 Hours Ago
Fixed mannequin losing its skins
Bolty, HMLMG, L96, M249 and Minigun can be heard from 600 meters away
LR and AK can be heard from 500 meters away
Today
Try to find a free spawn location when entering the portal - keep trying spots alongside the portal until a free one is found
Today
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
Today
Shrunk the Prevent Building volume on the attack heli, should stop deployables being blocked through nearby walls
Today
Added LODs and COL for farm barge kiosk
Today
Shrunk the Prevent Building volume on the attack heli, stops deployables being blocked through nearby walls
Today
cineamtic textures for clothing_mannequin and wall cabinet
Today
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
Today
merge from decor_lighting_dlc
Today
uncheck chicken costume blocked from mannequin, add rpc call limit for changing pose
Today
merge compile error fixes to naval update
Floating city medical bay progress Merged rope bridge Lowered SSS on tarps
Today
Fix server restart warning NRE
Today
merge from deep_sea/portals -> deep_sea
Today
Rename IsInDeepSea(Vector3) -> IsInsideDeepSea(Vector3) to match the entity overload naming
Today
Fix attack heli flares and blackjack screens incorrectly using instantiate instead of GameManager CreatePrefab
Today
S2P Trainyard, Harbor 1&2, Military Tunnel, Launch Site, Excavator, Power Plant
Today
Fix not being able to place barricades on train tracks when near/in a monument
Today
Force mannequin to always use male body type
Today
Move portal teleport code into DeepSeaManager.Portals.cs
Today
Fix OnEntityEnter being called on clientside entities from the serverside TriggerDeepSeaPortal
Today
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
Today
adjusted mannequin collider so it cant put it's arms through walls
Today
fix uppercase mannequin prefab paths
Today
Disable more burst attributes for place entities offshore
Today
merge compile error fixes to aux
Today
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
Today
merge from decor_lighting_dlc
Today
fix compile error
Today
merge from decor_lighting_dlc
Today
Mannequin can be deployed on tugboat
Today
Fix mannequin inventory swapping and dropping issues
Today
Fluo ceiling light deploy volume tweaks
Today
Force disable HLOD while Indirect Instancing is enabled
Today
merge compile error fix straight to Aux to test
Floating city / casino progress and medical bay dressing progress
Static beach parasol prefabs
Improvised walkways / merged all floor meshes and setup temporary colliders
Today
Disable burst compilation on GenerateSpawnPoints for now, its not used anyway.