140,380 Commits over 4,505 Days - 1.30cph!

1 Hour Ago
Zigg Tank Large mesh collider update and primitive collision removal.
1 Hour Ago
merge from main -> base_occlusion
1 Hour Ago
Codegen
1 Hour Ago
Tests to confirm the interior walls are fixed
1 Hour Ago
Fixes to make edge case of interior walls not be hidden
1 Hour Ago
Add command to export a building into a format that tests can use (so we aren't spawning the giant base every single time)
1 Hour Ago
Add more tests
3 Hours Ago
Switch to using EnterPlayMode + DomainReload so the normal shutdown has a chance to run
3 Hours Ago
Fix sqlite database being locked in the editor (requiring you to restart editor every time it happens) - force close all open sqlite databases when exiting playmode
3 Hours Ago
Merge from nexus_fixes
3 Hours Ago
Mark classes used for the nexus server browser as JSON models so they don't get mangled by the obfuscator
3 Hours Ago
Created 8 new sprinkler tests to catch an issue with sprinklers visibly splashing but not applying water to planters after a server restart They all fail right now Remove server.useLegacySprinklerLoadProcess, should no longer be needed
Rin
4 Hours Ago
merge from industrialTorch_SFX_fix
Rin
4 Hours Ago
merge from torch_3p_sfx_fix
Rin
4 Hours Ago
merge from rug_culling_distance_fix
Rin
4 Hours Ago
merge from largeplanter_gibs_fix
Rin
4 Hours Ago
merge from shippingcontainer_decal_fix
Rin
4 Hours Ago
merge from muzzlebrake_pos_fix
5 Hours Ago
merge from main -> base_occlusion
5 Hours Ago
Network group implementation
6 Hours Ago
Updated the particle effects of the spray can to broadly match the texture being sprayed Approximates the colour via a texture lookup. gets cached per texture so it only happens once per skin in a session
Today
Merge from vm_hand_spawn
Today
Remove the hand_mesh from v_building_planner_rig (hacky removal, proper re-export will be better but this should allow us to verify memory savings)
Today
Merge from vm_hand_spawn Only active on building_planner for testing, other vm's are unchanged
Today
Tests improvements, some fixes
Today
Merge from main
Today
Compile fix
Today
Merge: from mt_snapshot_saving - Bugfix for thread race in Jobs 4 mode when saving BasePlayer Tests: booted craggyisland_missions, completed a mission
Today
Bugfix: avoid a thread race on PlayerState MRU dictionary when saving BasePlayer - use readonly access in Save that doesn't update MRU - push to cache on player connect Tests: ran CraggyIsland_missions, completed a mission - saw states change in UI
Today
Update: avoid calling db queries when saving BasePlayer.PersistentPlayerInfo - instead resolved on player join It should be safe according to docs(mt calls are serialized), but this way is just simpler. Tests: booted into craggy
Today
Update: implement UnsafeScriptingAcccess.SwitchToMultithreading awaitable Works with ConVar.Unsafe.UseMultithreadedScripting to either keep task on main thread of offload it to thread pool Tests: TLSTest script, with covnar being in both states after system runs
Today
Merge: from main
Today
Compile fix
Today
add a way to pin/favorite commands
Today
merge from sail_optim
Today
merge from clan_misc
Today
merge from masterkey
Today
merge from powerplant_wire_fix
Today
merge from shadow_caching_nvg_bug_fix
Today
merge from fix_gasstation_bettercarloot
Today
merge from nvg_trophy_fix
Today
merge from satcom_monumentinfo_removal
Today
merge from PlayerMaintainedMonuments
Today
Merge from nexus_fixes
Today
Codegen
Today
add a scene icon next to commands that open scenes
Today
move command palette to the tools dropdown
Today
Merge from main
Today
Wrap nexus clan backend calls in try catches so the RPCs report errors back to the client instead of timing out waiting for a response
Today
Improved position checks when ejecting things off the ferry so they shouldn't clip into things or be on top of other things Depends on entity bounds which should be correct (hopefully always)