127,767 Commits over 4,201 Days - 1.27cph!

28 Minutes Ago
Merge from main
31 Minutes Ago
Casino barge decks
44 Minutes Ago
added an elevator shaft to the casino roof in FC4
52 Minutes Ago
standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments
1 Hour Ago
raised security tower cover
1 Hour Ago
level submit
1 Hour Ago
Codegen
1 Hour Ago
removed Deferred Mesh Decal script from mesh object parent
1 Hour Ago
removed double LODing method on prefab causing errors
1 Hour Ago
supply signs lods, collision
1 Hour Ago
Casino LOD/COL/Prefab progress
3 Hours Ago
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3 Hours Ago
HLOD and s2p for floating city 3
3 Hours Ago
Merge from main
3 Hours Ago
Compile fix
3 Hours Ago
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3 Hours Ago
merge from contactsmenu_fix
3 Hours Ago
merge from menu_workshop_fix
3 Hours Ago
merge from steaminventory_warmup_fix
3 Hours Ago
merge from store_nre_fix
3 Hours Ago
merge from premium_text_fix
3 Hours Ago
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3 Hours Ago
merge from wirecolor_nre_fix
4 Hours Ago
Clean: leaving a TODO note for one I return to this
4 Hours Ago
Fix not being able to place barricades on icebergs, icesheets, shore ice when close to a monument
5 Hours Ago
Clamp displacement radius, fix seemingly bugged alpha blend mode, bring back displacement decay using DstColor multiply
5 Hours Ago
made queue barriers R/W for batching
5 Hours Ago
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`
Today
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Today
Make dynamicOccludees list public so it works with the command
Today
Set industrial adapter to not be dynamic - still gets set to dynamic at all times since it's always spawned parented to an entity
Today
Add `print_occlusion` command to print the amount of dynamic ocludees
Today
merge from fix_puzzle_reset_analytics_nre
Today
Fix NRE in puzzle reset analytics when SpawnGroup referenced is destroyed
Yesterday
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Yesterday
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Yesterday
Fixed WireColorSettings.Get NRE
Yesterday
merge from fix_console_chat_message -> main
Yesterday
Catch error if supplying a console color that isn't a valid enum - try catch the entire console logging thread so an error won't break the console
Yesterday
Add `console_print_color` command to confirm colored console messages work
Yesterday
Fix colorOverride being overwritten by LogType
Yesterday
Fix chat messages not being logged to console due to stacktrace being null when PrintColoured() is called
Yesterday
Scientist front turret now points the right way
2 Days Ago
Screen shake & volume stuff.