125,186 Commits over 4,171 Days - 1.25cph!

9 Minutes Ago
compile_simulator_unused_variables -> main
10 Minutes Ago
Compile simulator will now treat 'field is assigned but its value is never used' as an error: just like our build server
32 Minutes Ago
syncvar_crosssave_fix -> main
36 Minutes Ago
Ensure Autosync sets the field value on the server as well as the client
42 Minutes Ago
Enable admin logging a bit later in the function so it doesn't capture `readcfg` running a bunch of commands
1 Hour Ago
Added a small offset when activating bunnyhopping so the mounted player moves upwards with the bike rather than being glued to the seat (it was hard to get this perfect without the hands clipping through the handle bars) https://files.facepunch.com/jacob/1b0911b1/Unity_ywrHLT5FK7.mp4
4 Hours Ago
Update manifest (prefab files)
4 Hours Ago
Update manifest
4 Hours Ago
security barge lods, collision, bug fixes. new stair prefab added for barge
4 Hours Ago
hook into animator and animation events, use per-entity animation parameters
4 Hours Ago
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4 Hours Ago
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5 Hours Ago
merge fix_copypaste_clear_turrets -> main
5 Hours Ago
Fix turrets getting cleared when a base is copied using copypaste :( - fix pooling error that didn't copy users when saving turrets - remove old code that handled this by setting the list of users to null before returning data to the pool
5 Hours Ago
Attempt #2 to take into account decay.scale convar value when calculating upkeep time/cost in TC UI
5 Hours Ago
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5 Hours Ago
merge from fix_admin_logging -> main
5 Hours Ago
Merge from parent
5 Hours Ago
merge from main
5 Hours Ago
More anchor wip. Anchor now checks it can see the water. Debug drawing. Test save update.
5 Hours Ago
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5 Hours Ago
Fix log being restarted each time the server restarts instead of appending
6 Hours Ago
reapplying BowWeapon_cleanup
6 Hours Ago
reapplying hopper_corpse_harvest_fix
6 Hours Ago
Bugfix: ServerOcclusion - Save an extra grid chunk of data if our topside neighbor has terrain - Added versioning to the occlusion cache file This avoids the hollow terrain problem at the expense of a bit more memory use. Need to optim the impl - it doubles phys queries, so doubles generation time Tests: used custom_occlusion_query and validated cases that previously incorrrectly passed
6 Hours Ago
Debug: ServerOcclusion - for player_occlusion_subgrids, show cached info as well This shows the reason why it's possible to see through terrain at specific angles - our "narrow passages" approach get into hollow terrain Tests: used above to fly around and inspect the world
6 Hours Ago
Update how mission rewards are serialized to support having a choice of rewards Update all mission assets with ported over rewards data Update mission editor inspector for new rewards structure
Today
Manual impostors for curved palm variants.
Today
Fix logging all commands by normal users - need to check both ServerUser and !ServerAdmin
If autoloading a property then invalidate the network cache - this ensures the first set of Autoloads will be replicated properly in all cases
Today
Updated charity plushie textures to reflect updated logo guidance. updated icon for charity plushie 01
Today
merge from drone_storage_slot - first pass for early testing
Today
Convared all the deep sea generation settings for debug purposes Added commands to spawn cities and ghost ship on current player position
Don't want NuGet either in this case - just take the ZLinq and remove everything else
Today
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Today
Prevent startup commands from being captured before we read command line to determine if we want to disable the logging
Integrate ZLinq instead
Today
Deep sea now spawns floating cities (the placeholder version)
Today
Anchor placement inprovements so it can be placed over water more easily. Added test point.
Today
reapplying train_disconnect_fix
Today
reapply tutorial_jungle_rock_fix
Today
reapply mixing_item_delete_fix
Today
reapply clone_icons_fix
Today
reapplying improve_rug_pickup
Today
More coconut palm stuff