138,670 Commits over 4,474 Days - 1.29cph!

21 Minutes Ago
Merge from lootspawn_stack_fix
27 Minutes Ago
LootSpawn can no longer create item stacks in loot containers that are greater than the max stackable amount of an item Will now split the item into multiple stacks if needed
50 Minutes Ago
merge from codegen_timings -> main
1 Hour Ago
Merge from bag_compass_marker
1 Hour Ago
Icons
1 Hour Ago
compile fix
2 Hours Ago
merge demoui 2 to main
2 Hours Ago
Include the time taken for SyncVar weaving in the "SyncVar weaving Sucess" log message that already exists
2 Hours Ago
Add Profiler.BeginSample() for code generator
2 Hours Ago
Rename the convar for toggling the new ui to `demo.newui` off by default, saves.
3 Hours Ago
merge from main
3 Hours Ago
- Fix not being able to duplicate scenes with puppets in it. - Add countdown to shot director - Show a preview of the dolly cam's current position in dolly edit mode - Snap current time to a keyframe's time when editing a dolly node - Add dof.debug to the demo options panel - Fix color grading sliders - Add a way to change the seed of any puppet. - Show demo filename instead of just the name in the UI..
3 Hours Ago
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4 Hours Ago
update skin list
5 Hours Ago
Merge from satellite_crash
5 Hours Ago
merge from high_wall_upkeep -> main
5 Hours Ago
Satellite FX progress
5 Hours Ago
Fix high walls that are connected to a building block without a TC not updating when the building block is destroyed - update during decay if the TC is destroyed or doesn't match their existing building - this could have happened with other deployables like shotgun traps but didn't really because it was only 1.5m range, not 16m range
5 Hours Ago
Added "repeatlast" console command, bind to a key and it repeats the last console command you manually used.
5 Hours Ago
Add "drawnearbybuildings <duration> <radius>" to show what building decay entities belong to Add "forcedecaytick" to force every decay entity on the server to run it's decay tick (to see if walls will reconnect to a building when decay is ran)
5 Hours Ago
Add ability to manually run decay ticks and bypass the "once per 10m limit"
5 Hours Ago
Replaced text ztest tracing to use lineOfSight checking instead (less restrictive)
5 Hours Ago
Better crate scattering rules.
6 Hours Ago
Make nest hat a wolf headdress skin too
6 Hours Ago
merge from airfield_maintainable_features (has S2P for airfield, gas station, and wtp)
6 Hours Ago
fix Gas Station, Airfield, and WTP maintainables to use generator.noreset.static prefab S2P for all 3 manifest for generator.noreset.static prefab
6 Hours Ago
merge from iteration_optims
6 Hours Ago
Fixed crashing when using `ddraw.use_instancing_for_text 1`
6 Hours Ago
Fix no domain reload and compile simulator toolbar buttons disappearing randomly for real this time
6 Hours Ago
Fixed nre when main menu is disabled when entering playmode in a playable scene
6 Hours Ago
Collider handling tweaks
6 Hours Ago
ChargeUpIOEntity saves/loads charge to/from disk
Today
Prevent divide by zero if the CraftAmount of a high wall blueprint is zero (don't think it's possible but best to be safe)
Today
merge from iteration_optims
Today
In editor, reuse preprocessed persistent prefab instances instead of instantiating them again. Only applies to big prefabs like GameUI, MenuUI2, EngineUI2 and SkinViewer2 Saves ~500ms when entering playmode on average
Today
Fix compile error by making high_wall_upkeep replicated (even though I don't think it needs to be all the code using it can run on the client)
Today
Fix sqrDistance still being calculated for high walls despite not being used
Today
merge from main
Today
Reworked loot spawning so it spawns more loot into crates instead of spawning more crates. Reworked loot spawning locations. Added some helper locations and improved spawn handling. Debug rendering.
Today
Switch high walls to look for oldest building block (like building priv works) instead of closest block
Train tunnels control and transport room progress
Today
Move the hardcoded "16m radius" for GetNearestBuildingBlock() and the high wall specific "GetNearbyBuildingBlock" into a shared constant
Today
merge from PlayerMaintainedMonuments
Today
merge from gas_station_maintainables
Today
fix gas station maintainables being able to picked up
Today
merge from PlayerMaintainedMonuments
Today
merge from main -> high_wall_upkeep
Today
Add upkeep component to the legacy & ice high walls
Today
merge from water_treatment_plant_maintainables
Today
fixed water pipe spawning absolutely everywhere improved water pipe terrain meshing fixed water effects playing at all times added convar for testing water pipes "watertreatmentswitchbroadcast.senddebugbroadcast <bool>" manifest