125,152 Commits over 4,171 Days - 1.25cph!

4 Minutes Ago
merge from drone_storage_slot - first pass for early testing
8 Minutes Ago
Convared all the deep sea generation settings for debug purposes Added commands to spawn cities and ghost ship on current player position
14 Minutes Ago
Don't want NuGet either in this case - just take the ZLinq and remove everything else
25 Minutes Ago
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16 Minutes Ago
Prevent startup commands from being captured before we read command line to determine if we want to disable the logging
20 Minutes Ago
Integrate ZLinq instead
32 Minutes Ago
Deep sea now spawns floating cities (the placeholder version)
35 Minutes Ago
Anchor placement inprovements so it can be placed over water more easily. Added test point.
36 Minutes Ago
reapplying train_disconnect_fix
39 Minutes Ago
reapply tutorial_jungle_rock_fix
41 Minutes Ago
reapply mixing_item_delete_fix
41 Minutes Ago
reapply clone_icons_fix
42 Minutes Ago
reapplying improve_rug_pickup
49 Minutes Ago
More coconut palm stuff
56 Minutes Ago
Fixed pivots on farm barge structure
1 Hour Ago
- fix unrestricted commands being logged as clientside - fix RCON using wrong empty field to identify rcon connections
1 Hour Ago
Fixed jungle animals not counting towards Wildlife Cull bandit camp quest.
1 Hour Ago
Debug: ServerOcclusion - add occlusion_blocked_cells and custom_occlusion_query editor convars - occlusion_blocked_cells visualizes all blocked cells nearby - custom_occlusion_query allows to setup a query via 2 gameobjects in the editor(in play mode) - restored player_occlusion_subgrids Tests: used the commands
1 Hour Ago
ignore collisions between dropped item and drone
1 Hour Ago
merge from main
1 Hour Ago
Impostor stuff
1 Hour Ago
Merge from main
1 Hour Ago
merge from naval_update
1 Hour Ago
merge from main
1 Hour Ago
Tropical palm files.
1 Hour Ago
Scene backup
1 Hour Ago
merge from log_disable_logs -> main
1 Hour Ago
Log to console indicating when logging is disabled & enabled
1 Hour Ago
drone properly drops storage loot on death
1 Hour Ago
merge from translate_error_fix
1 Hour Ago
drone uses its own loot panel
1 Hour Ago
Fixed another translate NRE happening during bootstrap
2 Hours Ago
Anchor anim controller setup, params, flow. Anchor anim code now functional, handles state restoring.
2 Hours Ago
merge from main
2 Hours Ago
added prompt provider interface for RC entities to provide action prompts on their own logic to computer ui - drone implements to prompt that its drop is ready when by checking its flags
2 Hours Ago
Bugfix: ServerOcclusion - don't block visibility if there's one blocked string passage This fixes edge-cases around hills, but there's still an issue of being able to see through hill - investigating Tests: used player_occlusion_subgrids to test a bunch of paths
3 Hours Ago
merge from uiworkshop_fixes
3 Hours Ago
vm chainsaw attack anim edits
3 Hours Ago
Fixed workshop pages not loading items correctly
3 Hours Ago
Moved all airfield loot spawns Diesel moved to puzzle Monument now respawns loot in higher quanities, more inline with modern monuments Fixed loot double spawns, meaning 5 extra loot spawns - this how it should have worked but broken since 2018 S2P
3 Hours Ago
Debug: changed up player_occlusion_subgrids to render results from ServerOcclusion.Algorithm.Gather - Gather now also marks if it used the neighbour passage or direct path or was blocked - Gather respects various convars Think I see what the problem is - my recent algo changes have a bug with neighbour passages. Investigating further Tests: used above server var to visualize paths
3 Hours Ago
account for attack cooldown on ThrownWeapon types
3 Hours Ago
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3 Hours Ago
separated drone storage interactable collider and cleaned up client/server separation of drone components
3 Hours Ago
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3 Hours Ago
subtract 130346 linq_optimisations
3 Hours Ago
Launchsite loot resuffle, majority of loot spawns moved. Some to locations which were rarely explored prior due to lack of loot spawns
3 Hours Ago
Bugfix: LoadMapFile - assign Terrain layer to created terrain Required for server occlusion Tests: recreated the scene, now server occlusion cache generation works