139,392 Commits over 4,474 Days - 1.30cph!

48 Minutes Ago
Poolable: siege weapons
48 Minutes Ago
Merge from PlayerMaintainedMonuments
49 Minutes Ago
Merge from PlayerMaintainedMonuments/powergrid
51 Minutes Ago
Add poolable component to kayak/bike/rowboat/horse
53 Minutes Ago
Merge from main
53 Minutes Ago
Merge from PlayerMaintainedMonuments
1 Hour Ago
Merge from powergrid_demo_fix
1 Hour Ago
Codegen, compile fix
1 Hour Ago
Code audio changes for fuse audio state
1 Hour Ago
Add 'demo.forcepowergridstage' convar to force a particular powergrid stage during demo playback Fix some issues with PowergridToggle component
1 Hour Ago
merge from main
1 Hour Ago
Merge from PlayerMaintainedMonuments/water_tank_spinner_audio
1 Hour Ago
Finalized WTP conditional lighting & fx.
1 Hour Ago
Fixed water tank sounds playing multiple times
2 Hours Ago
merge from sculptures
2 Hours Ago
Potted pool balls fall into the basket under the table and can be physically seen (resues the models used for normal game time)
2 Hours Ago
juggled new tool icons a bit
2 Hours Ago
merge from clipcurve
2 Hours Ago
cleanup, also added a sculpture-up aligned placement for carving/additive modes when duck is held the shapes align with the pedestal
2 Hours Ago
reset siege vehicles, train car, sub
2 Hours Ago
Added new sounds to the fuse boxes :electric_plug:
2 Hours Ago
WTP Conditional lighting WIP.
3 Hours Ago
Reset snowmobile, tugboat, horse, rowboat, bike
3 Hours Ago
Reset modular vehicles too
3 Hours Ago
Reset state on vehicles
3 Hours Ago
3 Hours Ago
Powered variant of the generator & related files
3 Hours Ago
Reset state on mountables and base/combat entities
3 Hours Ago
cancel invokes on pool, restore go active states. (could probably subtract this later)
3 Hours Ago
Added boundary validation to Facepunch.Math.Epoch.ToDateTime/FromDateTime Fixes an issue where setting wipetimer.wipeUnixTimestampOverride to an invalid value, causes all players to get kicked while server is spamming errors
3 Hours Ago
Add initial poolcouts to vehicles
4 Hours Ago
Audio code changes for water tank spinner and added new sounds :ocean:
4 Hours Ago
Merge from PMM
4 Hours Ago
Merge from PMM
4 Hours Ago
Merge from satellite_crash
4 Hours Ago
merge from PMM
4 Hours Ago
Codegen
4 Hours Ago
Satellite remains now check the satellite collider for salvage hits. Hide teh satellite model and collision when fully salvaged, keep the terrain. Runs on a flag so it remains correct across network vis. Add Model componet so bone ids get added.
4 Hours Ago
ClipCurve-like tool to drag a line and take a chunk out of the sculpture out with it
4 Hours Ago
Merge from lootpanel_nre_fix
4 Hours Ago
Revert change that stopped loot panels from reverting to the quick craft panel when closing them Causing a few issues across different loot panels
4 Hours Ago
Added audio support for the water treatment water tank
5 Hours Ago
wooden loot crate 1 lods and gibs
5 Hours Ago
merge from ocean_sim_waterlevel_trace_fix
5 Hours Ago
OceanSimulation traces take proper account of the sea level, was previously assumed 0
5 Hours Ago
pooltable - expanded long side of the pooltable nobuild bounds to 2m to prevent dismount wall clipping - updated guide mesh
5 Hours Ago
Merge: from benchmark_fixes - fixes all-bar-one NREs happening when running `benchmark` command Tests: ran benchmark in editor
5 Hours Ago
Update: clean up spawned players before unloading BaseRaidBenchmark scene Helps deal with breadcrumb logs for zombie players in the list, but there's still an NRE from Client.LateUpdate - not confident to much with it just yet. Tests: ran entire benchmark suite