127,781 Commits over 4,201 Days - 1.27cph!

47 Minutes Ago
Fix compile errors
1 Hour Ago
Update: convert error logs to error-once logs The current changes mitigate the problem, which will allow peeps to play longer while we chase up what's going wrong. Tests: none, trivial change
1 Hour Ago
Update: adding more logging in an attempt to catch baseplayer NREs Tests: 2p local session with spectating, disconnects
1 Hour Ago
Merge from boat_building
1 Hour Ago
Cannons can only be mounted on finished boats. Call base mount showif checks. Refactor BallistaGun Menu_Mount_ShowIf so cannon can call base checks without the ballista specific checks.
1 Hour Ago
RPG7 - Added baked viewmodel
2 Hours Ago
Set dressing polish and some boosted bounce lighting in floating city 3
3 Hours Ago
Added boat building station deployment guide prefab with latest artwork
3 Hours Ago
Merge from boat_building
3 Hours Ago
Merge from part_caching
3 Hours Ago
Fixed barge surfaces not being picked up by HLOD (except casino). Rebaked HLOD in floating city 1 and 3.
5 Hours Ago
Switch more stuff to using cached parts
5 Hours Ago
Merge from parent
5 Hours Ago
Re-add hull flag, set on hull blocks.
5 Hours Ago
5 Hours Ago
Added CachedBoatParts<T> Cache lists of blocks, anchors, sails for now.
Today
Merge from main
Casino barge decks
Today
added an elevator shaft to the casino roof in FC4
Today
standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments
Today
raised security tower cover
Today
level submit
Today
Codegen
Today
removed Deferred Mesh Decal script from mesh object parent
Today
removed double LODing method on prefab causing errors
Today
supply signs lods, collision
Casino LOD/COL/Prefab progress
Today
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Today
HLOD and s2p for floating city 3
Today
Merge from main
Today
Compile fix
Today
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Today
merge from contactsmenu_fix
Today
merge from menu_workshop_fix
Today
merge from steaminventory_warmup_fix
Today
merge from store_nre_fix
Today
merge from premium_text_fix
Today
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Today
merge from wirecolor_nre_fix
Today
Clean: leaving a TODO note for one I return to this
Today
Fix not being able to place barricades on icebergs, icesheets, shore ice when close to a monument
Today
Clamp displacement radius, fix seemingly bugged alpha blend mode, bring back displacement decay using DstColor multiply
Today
made queue barriers R/W for batching
Today
tweaks to fluorescent lights type e prefabs drawing distances, added a culling distance as they drew forever
Today
New chainlink monument door (npc only and player compatible) Add placeholder conversation for farm access, charges scrap for now (temp) When a door is opened by an NPC in a conversation it will then be closed after 5s
Today
Fixed prevent building volumes on static minecart and railroad planter Removed sockets from new static seating entities
Today
Fix DeferredDecal component not being stripped from server entities
Today
Refactor copypaste into multiple methods to try and figure out why certain foundations and walls are missing from pastes - unsure if it's a problem with copying or pasting so starting with pasting - move RemoveOpthanedChildren() above when we start to spawn entities - try to spawn entities in multiple passes to ensure parents are all spawned before children - add more logging
Today
Switch certain dynamic occlusion entities to static occludees when we know they can't move - convar `dynamic_occlusion_pausing` (0 = off, 1 = codelocks + industrial adapters on boxes, 2 = codelocks on doors) - currently (and by default) every entity is considered dynamic if parented - now certain entities can indicate if they are static (like boxes) - converts codelocks to dynamic while the door is opening, converts back to static once finished - will check all parents so a box parented to a tugboat will still be considered dynamic since it will find the tugboat as root parent - reduces dynamic ocludee count by 80% (417->74) on a sample base (converts nearly all codelocks and industrial adapters) - refresh entity dynamic status when running `refresh_renderers`