138,462 Commits over 4,324 Days - 1.33cph!

21 Minutes Ago
SplashableStaticGrid is now PartialMobileStaticGrid Added a PartialMobileStaticGrid to GrowableHeatSource so heat sources on boats (or any moving entity) work with planters Fixed PartialMobileStaticGrid not working on entities deployed on a boat being edited and then the boat was finished, now removes and readds itself to the grid in OnParentChanging (had to add a OnParentChanging override in a bunch of places)
Rin
23 Minutes Ago
merge from save282 - staging wipe
Rin
24 Minutes Ago
save++ persistance++
Rin
29 Minutes Ago
Merge from item_field_fix
1 Hour Ago
Disable object motion vectors on model prefabs
2 Hours Ago
Merge from boat_aim_sway
2 Hours Ago
Apply boat aim sway if the player is mounted to an entity on a boat ADS aim sway is now applied while mounted, might be some unintended side effects of this (although it means things mechanics like clothing accuracy bonuses are now being applied correctly)
3 Hours Ago
Merge from main
3 Hours Ago
Change find source prefab code to ignore the model source asset when setting motion vector settings
4 Hours Ago
Merge from baked_mesh_optim
4 Hours Ago
Reprocess the island meshes, apply a 10 degree limited dissolve on the underwater portions of the island and apply a 0.5 degree dissolve the above water portions Doubles the size of the mesh, but brings the collisions more in line with the visuals and it's still about 75% smaller than last months version of the meshes Moved the original FBX exports of the islands to a SourceIslandMeshes folder in the root of the project in case we need to modify these setteings in the future
4 Hours Ago
Merge from main
Today
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Today
merge from main
Today
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restore pixel radius based alpha feathering to hide wire aliasing
Today
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Today
Make effects.BubbleTrail not turn start/end pos into mins/maxs Added Lua mesh skinning support * Added `mesh.BoneData( index, matrixId, weight )` * Added second argument to `Global.Mesh` - boneWeights * Added `IMesh:DrawSkinned( matrixTable )` Minor cleanups Fixed DrawSkinned affecting underwater rendering * By applying the model matrix to the Draw() call Some more than minor cleanups of probably unused stuff Fill remaining matrices with identity ones for DrawSkinned * In case some silly goober doesn't give it enough or gives none Fix handling of userdata members from tables Fix potential crash with malformed models
Today
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Today
merged main -> main/rust_relay_server
Today
Added Packet relay layer + convars, Editor tool for exporting entire prefab folders to GLB
Today
untabify
Today
merge from painting_line_tool
Today
remove unused "using"s
Today
merge from painting_line_tool -> main
Remove kicked toast debug log
Today
Fix crash with paddling pool unloading.
Today
missing reference
Today
BoatBuildingBlocks can now always be rotated (in edit mode) - removed the timer to match new demolish behaviour. Gated behind new convar BoatBuildingBlock.AlwaysRotatable (defaults to true)
cargo_crate_layering_fix -> main
Ensure cargo map marker is always placed below the crates. Fixes times where the crates were hidden under cargo
Today
Potential fix for scientists rendering while sleeping, then being shot without reacting, and dying only if the player gets close again
Today
Forgot to save, material fixes
Today
Added collision back to shop E. Small material changes.
Today
added HUD element for line tool, new convar for configuring direction lock distance threshold
Today
First pass of materials on rentable shop E (still WIP)
Today
merge from naval_update/io_boats/privilege
Ensure crate_ammunition and crate_fuel block player item input the same as the rest of the labs crates
labs_crate_player_input -> main
Today
Slight changes in GetPrivilege to support tugboats
Today
Flame turrets deployable on boats
boat_hand_animation_fix -> main
Fixed steering wheel and throttle issues on the PT Boat
Today
Fix scientists bypassing a big part of player armor, eg hazmat only blocking 5% of scientist damage, and fullmetal only blocking 25%. Most clothing will now block damage as you'd expect (eg hazmat blocks 30% and fullmetal around 50%).
Today
Shotgun trap deployable on boats
Today
DecayEntity::GetNearbyBuildingBlock can now get boat building blocks
Today
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