126,711 Commits over 4,171 Days - 1.27cph!

24 Minutes Ago
Merge from httpimage_cache
30 Minutes Ago
Fix HttpImage not working with extensionless image URLs
36 Minutes Ago
Fix for sound assets not being saved on config, assigned sound assets
47 Minutes Ago
Swap garage door mesh to a mesh renderer when its fully closed or open, so they can batch together Keep the skinned mesh only when its busy (opening or closing)
59 Minutes Ago
naval_update -> scientist_boat_ai
1 Hour Ago
Fix compile error with our new changes
1 Hour Ago
Remove a dumb 200 byte allocation on our blur step
1 Hour Ago
Codegen
1 Hour Ago
Integrate RHIBs into the deepsea Spawn them in cool triangle formations (auto generate groups) Wiping the deep sea will wipe rhib group info
2 Hours Ago
Only try and maintain cohesion in the wander state Add some methods to wipe coordination when the deep sea resets
2 Hours Ago
monument event notifications sounds
2 Hours Ago
simple boid behaviour in groups groups will attempt to stick together as much as possible
3 Hours Ago
Add 'grouping' system: Boats can be spawned in groups If one of the group members targets an enemy we can ensure all of the boats target the same one, this keeps them all focused and together
3 Hours Ago
merge from modding_cui_merges -> main
3 Hours Ago
Add Vector4Ex.Parse(), switch from Color.Parse() -> Vector4Ex.Parse() - update Vector3Ex.Parse() to use TryParse() like Vector2Ex.Parse() (safe because the method is only used in one place in codebase surprisingly) - add some comments too
3 Hours Ago
merge from laserdetector_fastvehicles_fix
3 Hours Ago
Fixed laser detector not detecting fast moving vehicles reliably
3 Hours Ago
Fix compile error
3 Hours Ago
Fixed bucket container_a prefab Added lights to one of the string lights as a test Casino mesh changes Nephorlepis static prefabs Flourescent_e light prefabs Added triple_light prefab with built in lights Sand_pile_a prefab and model Casino interior dressing progress
3 Hours Ago
Update from repo after merging 9 slice support
3 Hours Ago
merge from main -> modding_cui_merges
4 Hours Ago
merge from io_serverrestart_fix
4 Hours Ago
Reset seismic sensor on load from disk so it doesn’t get stuck after a server restart, if it was saved while ON
4 Hours Ago
Fixed RF broadcaster staying ON after a server restart if it was saved while broadcasting
4 Hours Ago
Improved messages for inventory "Cant move Item" -> detailed failure message
4 Hours Ago
merge from fix_arctic_puzzle_reset -> main
4 Hours Ago
Finalise SIMD terrain culling implementation: - Fix oscillation/flicker bug by tracking individual ray progress properly. - Adjust step size dynamically with altitude to reduce iterations. - Limit overall iterations to ConVar `indirect_instancing.tc_max_iterations`. - Ignore rays to instances that have been culled in a previous step.
5 Hours Ago
AI boats will now attempt to ram players
5 Hours Ago
Fix compile error in new Translate.GetPhrase() server method
5 Hours Ago
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5 Hours Ago
AI Boats will sometimes drive by the targets then pull in front or behind them
5 Hours Ago
Add more debug output to the indirect_instancing.debug overlay
5 Hours Ago
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6 Hours Ago
Probably fixed Linux compile Remove main menu's reliance on RUNLUA: hack Fixed some warnings about mismatched convar flags Reduce MAX_LIGHTMAP_DIM to 128 Bumpmapped materials allocate 4x the size, so we have to account for that. Bump "target max" size for entdata to 4MB (from 394KB) No real functionality change, just less OVERFLOW!!111 warnings on map compile Fixed a regression with ConCommandHash related changes Revert "CurTIme to double" This causes serious prediction issues with existing servers, so it will need to be done with a network compat update Added `spawnmenu_toggle`, defaults to 0 This setting is available in Utilities => User => Sandbox Give better max values for Utilities => Sandbox limit sliders
5 Hours Ago
merge from main -> fix_arctic_puzzle_reset
5 Hours Ago
Added server version of Translate.GetPhrase
5 Hours Ago
Switch to new Translate.GetPhrase() when reassigning reset phrase
5 Hours Ago
merge from main -> fix_arctic_puzzle_reset
5 Hours Ago
Added Translate.GetPhrase method, was needed to get phrase from a token
6 Hours Ago
RPG Ammo - Added simple initial projectile prefab for all three ammo types
6 Hours Ago
Save extra properties added to puzle reset over the years to fix arctic research puzzles closing on players (and probably bugs with other puzzles too) - CheckSleepingAIZForPlayers - IgnoreAboveGroundPlayers - BroadcastResetMessage - ResetPhrase (token)
6 Hours Ago
Reverse steering if we are going backwards
6 Hours Ago
Bring back incremental steering
6 Hours Ago
Fixed bugs with moving the claim from one boat to the other
Today
merge from door_canopen_saveload
Today
merge from naval_update/deep_sea
Today
Moved entrance portal closer to the valid bounds end, was spawning too close from the island
Today
Save and load canHandOpen, canNpcOpen and isSecurityDoor fields for doors. This should fix: - Some puzzles breaking after first server restart, allowing the doors to be opened without power (oil rigs, launch site) - Oil rig scientists losing the ability to open doors and push inside certain rooms after first server restart
Today
merge from analytics_texture_memory -> main
Today
merge from workshop_scene_bugfixes -> main